From: Thomas H Harper Newsgroups: rec.games.video.arcade Subject: [VF2] Jeffry FAQ, v.7 Date: Sat, 27 Apr 1996 22:28:26 -0400 The formatting may be a little messed up... but other than that it's ready to go. I'm releasing this to coincide with Mason's Jeff Supreme Tactics Guide coming out shortly. And if it is messed up, it looks a lot better on the web page! Swear! ^_^ VIRTUA FIGHTER 2 THE OFFICIAL FAQ FOR JEFFRY McWILD version 7.0 Maintained by Thomas H Harper (th2n+@andrew.cmu.edu), local Jeffry fanatic! CONETENTS Some General All Around Strategies Jeffry's Moves -Strikes -Throws -Ground Hits Move Analysis Combos Executing Low Throws Specific Tactics -Crouch Dashing -Bait -Low Punch As A Major Counter -Staggers -Okizeme -Delaying Follow-Up Moves -Tricks -The Senbon Punch -If Jeff's P+G Throw is Broken -If Jeff Breaks The Opponent's P+G Throw -Hopping And Jumping Attacks -Rising Attacks -Turnaround Attacks Strategies Versus Other Characters Wish List For Future Versions! Version Chronicle Credits And Kudos! Most of the guys/gals in VF2 are FAST. So, what's a big slow guy like Jeffry to do? Simple. POUND 'EM!!! STOMP ON 'EM!!! THROW 'EM AROUND LIKE RAG DOLLS!!! It's easy to see the appeal of characters like Jacky and Kage, but hey, Jeffry picks people up by the FACE. With ONE HAND. Hey there Jeffers! It's been a while since the last huge overhaul. This has been updated to go along with Mason Wood's upcoming Jeffry Supreme Tactics Guide, due to be posted soon. Good luck at MoaT 2.1!! SOME GENERAL ALL-AROUND STRATEGIES Jeff's power lies in connecting with his big moves and throws. He can be a tough opponent if played defensively just like Wolf. An offensive Jeff tends to get in trouble due to his slow recovery time. If you are going on the offensive, stick to the nitty gritty up close. Excellent moves are his Punches, Low Punch, Elbow, Dash Low Elbow, Low Kick, Side Kick, Uppercuts, Hell Stab and any throw you can do the motions for quickly. Against ducking opponents, his Side Kick, Drop Elbow, and Heel Axe are excellent--they won't know what hit 'em!. If you're close, or if your opponent whiffs a low move, dash in and go for a low throw. This is what separates Jeff and Wolf from the rest. And if they persist in turtling, go ahead and sit on them with the Flying Butt Attack. In fact, Jeff has an arsenal of mid-level hit moves! Jeff can't dash out of dangerous situations or dodge to the side quickly like Shun or Lion. To be successful you MUST use the defense button. When you do block, have a throw ready to go, or a big float move like his Knee or Uppercut. The key to being successful with Jeffry is making the most out of every oppurtunity you can seize. And then, mix up your attacks--some throws, and some Lau-esque floats. Here's a quick note about pouncing... if you do his short Splash Pounce be ABSOLUTELY CERTAIN it will hit. Jeff is a sitting duck when he gets up from a missed one. After his Body Press and Powerbomb throws, use his d/f+K Stomp. Try using "Jeff of the Jungle"--the 2P Jeff colors--to practice learning when you can pounce. He has a shorter range and thus you must be more careful about pouncing. When playing Jeff, THROW. Look for the opportunity and slam 'em. Stress the P+G Fireman's Carry throw. If the throw isn't broken it does very good damage! If it is broken, Jeff has many options. If you break your opponent's P+G throw, that's less damage done to you. See the new P+G Throw Breaking section! Also, some players will try and duck and stand rapidly so it'll be tough to try and throw them. Try a low throw. See the Low Throws section for more information! All in all, use whatever the situation demands. JEFFRY'S MOVES These are taken from Chia Jin Ngee's excellent VF2 FAQ. -Strikes After the Description is the Damage Points under "normal" circumstances, the Execution Time and Recovery Time in frames (remember 1 frame is 1/60th of a second) and who can Reverse the move. A=Akira, P=Pai, K=Kage, W=Wolf. Under the Notes column, S denotes a moves that changes foot stance, F means the moves will set Jeff up for float or combo opportunities, and G means you'll be on the ground after the move. Description Motion Hits Damage Frames Reversals Notes Punch P H 14 12,6 APK F Low Punch d+P L 10 10,8 A Roundhouse Kick K H 36 16,20 AP Low Kick d+K L 17 16,25 A Side Kick d/f+K M 33 16,35 APW Hell Stab d+P+K H 30 14,19 PK F Uppercut d/f+P M 22 15,22 APK F 2 Uppercuts d/f+P,P M 22 20,22 APK F Uppercut from D,d/f+P M 22 13,22 APK F crouch Toe Kick d+K M 24 18,24 P F Toe Kick & d+K,P M 43 24,30 Hammer Toe Kick Of See Below M 124 NA,248 Elbow f+P M 19 12,26 AP F Elbow & Hammer f+P,b+P M 49 28,28 Dash Elbow f,f+P M 19 16,20 AP SF Dash Elbow & f,f+P,P M 38 12,26 AP Drop Elbow b,f+P M 30 14,31 AP S Starfleet Maneuver b,d/f+P M 30 18,44 Heel Axe f,d+K M 36 19,29 S Knee f+K M 30 Big-Ass Boot f,f+K M 40 26,23 APW Head Butt f+P+K H 40 28,13 F Stomach Crash d/b,f+P+K M 40 19,35 Flying Butt Attack P+K+G M 30 26,21 G -Throws Now, to really punish the opponent!! SLAM 'em with these! Here Frames refers to the total time it takes for the move to do damage. Be especially careful near the end of a round! Description Motion Grabs Damage Frames Missed? Fireman's Carry P+G H 60 163 Canceled Punch Military Press b+P+G H 60 252 Canceled Punch Crucifix Piledriver d/f,d/f+P+K H 80 248 Low Punch Power Slam f+P H 50 158 Elbow Single Head Butt b,f+P+K H 20 86 Head Butt Double Head Butt See below H 40 123 Big Trouble Triple Head Butt See below H 80 129 Big Trouble Chiropractic Adjustment b,f,f+P+K+G H 70 159 Flying Butt Iron Claw d+P L 50 198 Low Punch Machine Gun Knee d,f+K L 60 130 Knee Powerbomb d/f+P+K+G L 70 159 Low Punch Chiropractic Adjustment P+G B 100 199 Canceled Punch -Ground Hits Description Motion Damage Stomp d/f+K 20 Splash u+P 30 Butt Bomb U+P 40 MOVE ANALYSIS -Punch Jeffry punches straight out. True, Jeffry has the damagimng throws, but don't overlook the basic moves. Use the Punch with other quick recovery moves up close. The Punch can be also followed up with a Kixk for the Universal Punch-Kick combo, and of course, the 2 Punches and Uppercut. Save the PPP for floats, beacuase the Uppercut in this case has a long recovery. But the PK is almost always a good counter, and is guaranteed if your Elbow staggers the opponent, and the opponent doesn't struggle out. -Low Punch Jeffry ducks and punches straight out. Another quick recovery move, use this along with the other basics up close. Also note that if you use the Low Punch to duck, that is, if you immediately hit d+P from a standing position, you'll duck in 10 frames, as opposed to the 20 frames it takes to duck just by pressing down. -Roundhouse Kick Jeffry kicks high. Though most useful as the 2nd hit of the PK combo, this kick comes out fast and has a good recovery. Though in a situation where you can hit high it is usually a better choice to go for the Hell Stab instead, since it is quicker in both execution and recovery.

-Low Kick Jeffry ducks and kicks low and far. The best asset about this move is it's range, since Jeff pivots on his grounded foot. However, it doesn't do that much damage and is relatively slow to recover. It's perfect for harassment. -Side Kick Jeffry kicks at mid level. The Side Kick is a good move to use, with power and range as its assets. Learn the maximum range for it and use it at that range often, and against ducking opponents. This kick always knocks down, and can often guarantee a pounce.

-Hell Stab Jeffry steps forward, thrusting his fingers at eye level. This move comes out in 14 frames and recovers in 19! You can usually block any retaliation in time. It can also float the opponent slightly, enough to follow it up with an Elow or one Punch. It can do huge damage inside a combo. Pai and Kage can reverse the stab. Akira, however, can not. -Uppercut Jeffry punches upward, close to his face. A good move to use up close. If it hits as a minor counter it knocks down, and if it hits as a major counter it floats the opponent sky-high. This is the Uppercut's primary asset. Plus, if you press P once more, you'll get... -2 Uppercuts Jeffry does another Uppercut after his first. If blocked, the 2 Uppercuts are uncounterable. They also do 44 points of damage total. However, if you do the second Uppercut you will not be able to follow it up further. -Uppercut from crouch Jeffry rears up executing an Uppercut. This Uppercut is the best, since it comes out 2 frames faster than the above Uppercut. It seems trivial but against quick opponents every frame counts. Look for the float opportunity after hitting with it. -Toe Kick Jeffry delivers a kick to the opponent's abdomen. Though seemingly slow to come out and recover, the Toe Kick is a good move since it can be followed u with either a Hammer or the Crucifix for the Toe Kick of DOOM. However, the Side Kick is quicker to come out and has more range. -Toe Kick & Hammer After kicking the opponent in the abdomen, Jeffry axe handles the opponent over his or her head. If you haven't yet mastered the Toe Kick of DOOM use the Hammer as a follow up instead. Your opponent might expect the Crucifix and duck or not block, leaving them free to be hit with the Hammer. -Toe Kick of DOOM After kicking the opponent in the abdomen, Jeffry advances on the opponent and grabs them for a Crucifix Piledriver. See the Toe Kick of Doom section for more details. -Elbow Jeffry leans forward and bends his arm, striking with his elbow. The Elbow comes out quickly, but recovers slowly, so don't use it too much up close. The best opportunity to use it is against a ducking opponent up close in closed stance. There it will stagger the opponent and you can follow it up with a Punch-Kick combo, or with the Hammer. In open stance the Elbow will miss. -Elbow & Hammer After elbowing the opponent, Jeffry axe handles him or her over the head. The Elbow has to hit in order for the Hammer to come out. It's not an often-used move so try it to catch the opponent by surprise and to keep him or her guessing. -Dash Elbow Jeffry squats down and leans forward with his elbow. It's not like Akira's Dashing Elbow, but up close if blocked it is uncounterable, just like Akira's. This move also sets up for the... -Dash Elbow & Uppercut Jeffry executes a Dash Elbow, and then rears up for an Uppercut. This move doers decent damage, plus it forces ducking opponents to stand up, ready to be thrown! Also, this move pushes the opponent back some, so go for the Ring Out if you must. Another neat aspect of this move--you can delay pressing P for the Uppercut! This an excellent tactic to fool opponents with. See the Tactics section for the painful options. And I'm talkin' PAINFUL! -Drop Elbow Jeffry steps forward, bends his arm, and drops his elbow downward. This move is quick to come out but has a relatively long rcovery. However this move can hit a ducking opponent in open stance. It changes his feet position as well. -Starfleet Maneuver Jeffry leans back, and lunges forward with an axe handle. Watch any fight scenes with Captain Kirk in the original Star trek series, and odds are you'll see this move. This move is slower to come out than Jeff's other elbow moves, and it recovers longer too. Try not to use it too much up close, but it's best use is in a combo. It also looks real cool. ^_^ -Heel Axe Jeffry raises his foot to eye level and brings his heel down on his opponent very quickly. This move comes out very quickly and SMASHES ducking opponents! It's good to use but remember it has a significant recovery time. It also changes Jeff's feet position. -Knee Jeffry jumps slightly off the ground raising his knee.

This move does MONSTER damage if it hits as a major counter, and floats the opponent sky-high! It also changes his feet position. Prepare to follow the Knee up with a mid-level move, the Senbon Punch, or Jeff's 2 Punches and Uppercut. May more combos are in the Combo section. -Big-Ass Boot Jeffry steps forward and thrusts his foot straight out. Against opponents who'll try and dash in this'll send them reeling back. It does nice damage and is almost always safe to follow up with a pounce. It has a quicker recovery time than Jeff's Side Kick but it takes an eternity to come out. Skilled Akira, Pai, and Wolf players will see this move coming a country mile away and reverse it. When Jeff's kicking foot hits the ground it is immediately possible to execute a throw. See the Tricks section. -Head Butt Jeffry leans back and thrusts his head high. This move has a very fast recovery time--13 frames--and can float the opponent too! If your opponent ducks under it, go for a low throw if he or she is close enough. -Stomach Crash Jeffry leans back and low and thrusts his head at the opponent's abdomen. This move has great initial spped and is analogous to Shun's P+K Spiral Backpush in that it can duck under a high attack and retaliate. -Flying Butt Attack Jeffry turns around and jumps butt-first at the opponent. This move is slow to come out, but there are few more satisfying ways to deal with a ducking opponent. This can also be good for pushing your opponent out of the ring. Otherwise, be careful when using move. Do not use it much against crouch dashing Akiras, since their Single Palms do tremendous damage, and it takes priority over this attack. -Fireman's Carry Jeffry grabs the opponent, drapes him or her over his shoulders, and falls backward, slamming them into the ground. This throw can be broken out of if your opponent presses P+G within 10 frames of you initiating the throw. Jeff can break out of opponent's throws the same way. See the new P+G Throw Sections for more details on this. Also note that Jeffry can execute this throw when he's crouching! Against people that like to crouch in front of you or the CPU, when you execute this throw and they duck or autoduck, a quick Punch comes out instead. But your opponent will still be ducking when you recover so try a low throw! -Military Press Jeffry grabs the opponent, lifts him over his head for a few seconds, and then drops him to the ground. Against P+G throw savvy opponents, try this throw. It is very easy and quick to execute plus a simple P+G won't break it. But a b+P+G will. If this throw is broken the breaker ends up right behind Jeff, so be careful when you use this. Akira has a Guard Break with a similar motion so refrain from using it too much against him. Also, time is a factor when you use this throw. The whole process takes over 4 seconds. If the timer runs out before the damage is done, it won't count. -Crucifix Piledriver Jeffry grabs the opponent's arms, hoists him onto his back still holding the arms, stretches them out like a crucifix, and then slams his back into the ground. This throw is his most damaging, and one of his collest looking. Follow it up with a Stomp. Crouch dashing in is a great way to get this throw off, because at the end of the dash a simple d/f+P+K is required. This throw is also a great follow up to a Senbon Punch as well. -Power Slam Jeffry grabs the opponent at the shoulders and legs and slams them to the ground, with Jeffry staying with the movement. This throw is very easy and fast to execute, but the range on it is very short. To get it off you must be in closed stance along with being closer than the range for, say, the Fireman's Carry. Dashing in and using this throw is a good tactic. The really neat asset this throw has is that if it misses, you'll get the Elbow, a mid-level attack! So if the opponent is ducking, the Elbow may hit and stagger. If the opponent is standing, you'll get the throw! -Single, Double, and Triple Head Butts Jeffry grabs the opponent and administers up to three powerful Head Butts. Seen during the intro, this multi-part throw is hard to learn, but well worth the results. The timing here is doing the next for+P+K before the next Head Butt hits. It should work out like this: b,f+P+K,f+P+K,WHAM!,f+P+K,WHAM!,WHAM!,thud. Be careful when you attempt this technique since if you only get one or two Head Butts, the recovery time is very long. However, both you and your opponent might be in a state of shock anyway. If "HeadButtus Interruptus" occurs use a quick attack like a Punch or Low Punch, or Defend. This throw is mostly for psychological advantage since the Crucifix with a Splash or Stomp does more damage. -Chiropractic Adjustment Jeffry grabs the opponent, twirls him aorund, and drapes his back across his knee. Lovingly referred to as the Chiropractic Adjustment, Jeff's Backbreaker can make an excellent counter to attacks like Jacky's Bitchslap if the motions are done quickly or buffered. The motion also moves Jeff forward a tad, giving it impressive range. If you hold down G when you start the motion, it won't move Jeff back, giving this move even more range! Here's a good way to practice this throw. Pick Akira and learn to do the Bodycheck. Up close with Jeff, if you want to do the CA, it must be done fast. But if you're far away, or recovering from a move (the best is the Low Punch), buffer the b,f,f in, just like an Akira player can buffer them. When they're buffered in the Akira player has 20 frames to press P+K, and the motion gets Akira to run in, getting very close to the opponent. Here the Bodycheck does TREMENDOUS damage. Jeff can execute the CA the same way. Dash in with the motions, and press P+K+G when you're close. SNAP! This throw sets up some very interesting okizeme potential, or is good to use after a high rising attack. See the Okizeme section under Tactics for more details.

-Behind-the-back Chiropractic Adjustment Jeffry grabs the opponent from behind and DROPS him across his knee. This does as much damage as Wolf's Twirl 'n Hurl, and sounds like an explosion! Always look for the opportunity to use this. If someone has the audacity to jump, get behind them, keep a safe distance from their rear kicks, and make them pay. -Iron Claw Jeffry reaches down with one hand, grabs the opponent by the FACE, holds him up squirming, and then viciously slams him to the ground. One of the all-important low throws, this is the coolest throw Jeffry has, but like the Power Slam, the range on it is short. Not only must the opponent must be ducking, he also must be in closed stance. Unless, of course, he whiffs one of the moves listed in the Low Throws section. ^_^ Machine Gun Knee Jeffry reaches down, grabs the opponent, and rams his knee into the opponent's face three times. This is the trickiest low throw to execute. If you have trouble with it read Joji's advice below. "Easiest way to do it is: Hold down, move stick to f and press K. This will work if the opponent is right there next to you, crouching and defending. Doesn't happen too often. You can, however, do it against Shun's missed back push (d/b+P).... but only if it misses it by an inch (not an inch on the screen!), and you enter the command in a window of about a few frames ;) "Next way, which is the usual way, is to use it as a counter (ie Bryants' leg slicer (d+K+G) or Shun's D,K+G, etc, etc). This usually occurs by first doing a small dash forward to make sure you're in range... then you tap down, bring stick back to neutral, and f+K. This needs to be done very fast. If you can do this when you want to, you've received the "You are cool" medal. "Against CPU. The only person you can do this with consistency is Lion and Shun. Against Shun, make him drink, and he'll more likely do those sweeps. Use the method stated above. For Lion, people may know that P-crouch throw works like a dream. For P-Machinegun knee, it's a little tricky...... "Do this: P,d(while the PP is still retracting),neutral,f+K. It may take some getting used to, but this is too cool to let it pass. Trust me, your audience will love you for it. If you're trying to get 9th dan (1st grade with Jeff), this is the sure way of getting the throw. "Now, go have Lion say hello to your knee cap ;)" Though it does less damage than the Powerbomb, this is only the case in VF2.0. In 2.1 it does 80 points of damage! -Powerbomb Jeffry reaches down, scoops up the opponent, and immediately slams his back into the ground. This is Jeff's most powerful low throw, both in terms of damage since you can also add a Stomp after it, and in range. There's also a bug on some versions with this move--if Shun sits cross-legged, you can do the Powerbomb from anywhere in the ring. It's fun to see in slow motion! -Stomp Jeffry steps forward and stomps on a downed opponent. This is a good pounce to use. After most throws this will connect. It also changes your feet position. -Splash Jeffry jumps up with complete disregard for his own safety and lands on a downed opponent. If you use this pounce, BE ABSOLUTELY CERTAIN THAT IT HITS! If it misses Jeff is a sitting duck. It takes a long time for Jeff to fully recover. Also, if you're using "Jeff of the Jungle"--the 2P Jeff colors--this pounce has very little range. Be careful. -Butt Bomb Jeffry jumps up with complete disregard for his own safety and lands ass-first on the opponent. This pounce is much more useful than the Splash, because if you miss you're simply on the floor and not taking ages to recover. Though if my tailbone hit the floor like that I'd take ages to get up ^_^ Also remember that Jeff of the Jungle has a shorter range with this pounce. COMBOS Jeffry has awesome and highly damaging float potential, almost as much as Lau. Some of these come from Doug Rosengard's VF2 Combo FAQ, a couple are mine, some were sent in, some were posted, and some were featured in the Gamest video. But the fun part lies in finding new ones! Most combos involving the Knee and Uppercuts require a major counter to work. You'll know if it hit as a major counter by the "BOOM!" sound. -2 Punches P,P. Does 28 points of damage. 2 Punches, Uppercut P,P,P. Does 56 points of damage. -Punch, Kick P,K. Does 44 points of damage. This combo almost always makes a good counter for most moves, and is great to use after an Elbow stagger. -Knee, Punch, Kick f+K,P,K. Does at least 74 points of damage. -Knee, 2 Punches, Uppercut f+K,P,P,P. Does at least 86 points of damage. I call this combo Qantas after the Australian airline. ^_^ -Knee, Starfleet Maneuver f+K,b,d/f+P. Does over 60 points of damage. I call this one Beam 'em Down. -Knee, Hell Stab f+K,d+P+K. Does over 60 points of damage. I call this one Dante's Knee. -Head Butt, Takeoff Kick f+P+K,U/F+P+K. Does over 70 points of damage. This one is called the Soccer Combo because Jeff treats 'em like a soccer ball. This one looks cool! -Knee, Dash Elbow, Uppercut f+K,f,f+P,P. Does 68 points of damage. The Dash Elbow & Uppercut are always good to tack on at the end of almost any float. -Knee, Stomach Crash f+K,b/d,f+P+K. Does 70 points of damage. -2 Knees f+K,f+K. Does 60 points of damage. 2 Knees, Dash Elbow & Uppercut f+K,f+K,f,f+P,P. Does a whopping 98 points of damage! -Knee, Punch, Knee f+K,P,G,f+K. Does 74 points of damage. Up to three G-canceled Punches can be put in between the knees! -Hell Stab, Elbow d+P+K,f+P. Does 49 points of damage. I call this one Dante's Elbow. This is possible almost anytime after the Hell Stab hits if it's timed right. -Head Butt, Hell Stab f+P+K,d+P+K. Does over 70 points of damage and guarantees a pounce of your choice! I call this Paradise Lost. ^_^ -Head Butt, Stomach Crash f+P+K,b/d,f+P+K. Does 80 points of damage and looks very cool! I call this the Battering Ram. -Big-Ass Boot, Knee f,f+K,f+K. Does 70 points of damage. Despite it's looks, it is possible to float the opponent off a Big-Ass Boot if it hits as a major counter. -Knee, Punch, Dash Elbow & Uppercut f+K,P,G,f,f+P,P. Does 82 points of damage. -Knee, Punch, Drop Elbow f+K,P,G,b,f+P. Does 74 points of damage. -Knee, Punch, Head Butt f+K,P,G,f+P+K. Does 84 points of damage. -Knee, Punch, Heel Axe f+K,P,G,f+P+K. Does 80 points of damage. -Uppercut from crouch, Punch, Punch, Dash Elbow & Uppercut D,d/f+P,P,G,P,G,f,f+P. Does at least 86 points of damage and pushes the opponent back VERY far! I call this Joji's Justice since Joji posted it. -Knee, 6 Punches! f+K,P,P,P,P,P,P. Does a crushing 114 points of damage! This may only work against the lightweight opponents--Pai and Lion. I call this Darcy's Death Dealer since he posted it. TACTICS Jeff doesn't have the "crutch of speed" as do most other characters to aid their abilities or bail them out of dangerous situations. To win, Jeff should stay in the oponent's face, seize every opportunity, and never let up. Here, various tactics that are good to use with Jeff will be explored. -Crouch Dashing Crouch dashing came into vogue in North America after the Mother of All Tournaments in Toronto, since the winner Akira Yeh(widely known throughout r.g.v.a. as #4 Akira), used the crouch dash exclusively instead of the regular dash. To do it, you can use either d,d/f,d,D/F, or d/f,D/F. Exepriment to see which motion works for you and your joysticks. Hold the last down/forward until you actually see the crouch dash being executed. A great tactic to use is to crouch dash in and throw the opponent, especially with the Crucifix Piledriver. Here you can delay pressing P+K until you get into range and then throw. You have a 28 frame window to press P+K to get the Crucifix. This trick makes for one nasty Jeffry. -Bait Jeff has a few fast-recovering moves, the best for bait being the Hell Stab and the Head Butt, where they recover in 19 and 13 frames, respectively. G-canceled Punches, Punches done with P+G or P+K, and G-canceled Kicks make good bait too, especially against machi players, most of whom will have knee-jerk reactions to anything you'll do. Don't forget the uncounterable moves that Jeff has also--the Dash Elbow and 2 Uppercuts. Get a feel for what your opponent might do. For example, a machi Akira tends to favor his Dashing Elbow and Single Palm. Bait him just outside the Elbow's range, and get ready to throw him as he recovers, or have another move buffered in like the Drop Elbow. The possibilities are, quite literally, endless. -Low Punch As a Major Counter Jeff's throw range allows him to capitalize upon a great opportunity if the Low Punch hits as a major counter. While the opponent is recovering from the hit, Jeff can dash or crouch dash in and throw the opponent! If the opponent is standing, use the Crucifix or buffer in a Chiropractic Adjustment while the punch is being executed. If the opponent is ducking, use the Powerbomb. This was shown on the Wheel Of Fortune tape with Kashiwa Jeff, and makes a formidable tactic. -Staggers Jeff can stagger the opponent with the Elbow and his Dashing Elbow. The Elbow will stagger the opponent if he is crouching, and a good follow-up is the Punch, Kick combo, which will almost always connect. Jeff's Dashing Elbow--f,f+P--has many more options since it recovers so fast. For best results, tap G to speed up the recovery. Not only can this move stagger like the Elbow, your options are much more varied (and painful). A Knee can connect, and float the opponent! Seize the opportunity to combo. Or, after Jeff staggers the opponent, crouch dash in and use the Crucifix Piledriver, or throw of your choice. -Okizeme Because of Jeff's huge throw range rising attacks against him are easily punishable with throws. Duck just outside of your opponent's range, and when the attack whiffs dash in and throw him. A float with the Knee or Uppercuts may also be possible. If your opponent is in the habit of rising with a low attack, here's a tactic reffered to as "hoppy-zeme." Hop over the low attack, and low throw the opponent! You can also use Jeff's u+K hopping attack. Here's a good tactic to try after a Chiropractic Adjustment. Do not pounce and constantly keep pressure on the opponent. If they rise with an attack, either high or low, they'll miss Jeff, and his back will be toward Jeff! You know what to do next. If they roll aqnd rise with an attack, use a normal throw like the Crucifix. If they rise with a low attack, a low throw may be possible, especially against Jacky, Sarah, and Akira. With Lau or Pai low throws are not possible. -Delaying Follow-Up Moves In Jeff's series of moves where one follows-up the other:Dash Elbow & Uppercut, Toe Kick & Hammer, Elbow & Hammer, 2 punches & Uppercut, delaying the second move often lures opponents into attacking and getting hit by the follow-up. This is a good tactic to try with the Toe Kick & Hammer and the Elbow & Hammer. With the Dashing Elbow & Uppercut, however, the results can be even more devastating. If the opponent blocks the Dashing Elbow, but gets hit by a delayed Uppercut, he can be thrown with any of your standing throws if you dash or crouch dash in! Go for it! -Tricks Here's a neat one from Darcy, called the "I'm Not There..." "Stand... they come in, do a b,b,f+P. Jeff will step back, avoiding their attack and return with the elbow drop. If you're brave do the Starfleet Manuever, rather than the elbow drop." In the same vein, here's a trick from Doug Rosengard. "b,b/d,f+P+K-- Back up with a low h.butt. The low h.butt is one of my favorite moves to sneak in because it ducks back and low, avoiding attacks, hits annoying crouchers and guarantees a pounce afterward. It also does nice damage..." Orlando de la Cruz sent this about a weird happening if you miss a high heel kick getting up. "...if you are kicking high as you get up and whiff totally, you can interrupt it with the Military Press Slam. His foot is out there and suddenly he is lifting the opponent, and in this case it has _tremendous_ range, and is practically a teleport throw like the Toe Kick o' Doom. Not too useful against a savvy opponent, but could be thrown in there once in a blue moon, as when used too often they'll see it coming and easily escape it." Demetrius Wilkins sent this about a very nasty and damaging trick if you try a Big-Ass Boot and it's blocked or it misses. "...If the kick hits, so be it, but if it misses do the Xpiledriver(crucifix) right at the end of the kick animation. The piledriver comes out almost immediately after Jeff puts his foot down. Once again this is something which works very well against the CPU as it blocks my kick most of the time only to get Xpd(usually a human will you out of this before it can totally come out unless you catch them by surprise)." This trick was very successful at the Mother of all Tournaments in Toronto. Mason Wood many times did this trick but used a Military Press (b+P+G) instead. -The Senbon Punch Widely thought to be a bug, the Senbon Punch is actually a preprogrammed combo. Jeffry can use the Senbon Punch since he has a Punch-Roundhouse Kick for his Punch, Kick combo. It is done by tapping P, then K, then G really fast. What happens is you'll execute a Punch, then go for the Roundhouse Kick, but you'll G-cancel the kick. Your opponent will still be stunned either from the hit or from the block, but you will have an 11 frame window to either execute another Senbon Punch or another move of your choice. Against a standing opponent, you can do this literally until your opponent is KOed or pushed out of the ring. But this is considered a dishonorable, cheap, and cheezy way to win. The Senbon's honorable use is twofold. First is in a combo in place of an ordinary Punch. Often you can fit in two or three Senbon Punches! Second is following up a Senbon Punch with another move. With Jeffry this works best with a very damaging throw such as the Crucifix Piledriver. This method takes practice but can be worth it. -If Your P+G Throw is Broken If the opponent doesn't break out of Jeff's P+G throw it lowers their confidence as well as their life bar. If they do break out of it, check out this snippet from Darcy Brockbank.

"I had some clever guys escape from my fireman's carry. Unfortunately for them, this leaves them with their back facing Jeffry. Back breaker, butt stomp. Hee hee. Keep this in mind if you're playing someone good (i.e. prepare to do the backbreaker whenever you do a fireman's carry, so get the F,F+P+D motions ready to go when you hear them do their throw-sound)." So, with this in mind, what are Jeff's options if his P+G throw is broken? Anticipating your opponent's reaction is the key. --Behind-the-back Chiropractic Adjustment It's risky, as you have to dash in quickly to pull it off. And, of course, your opponent could dash away. So run in after them--hold forward after you hit it the second time. Use this if you know your opponent will try to dash away and then turn around. --Front Chiropractic Adjustment If your opponent turns around with a high attack, buffer in the motions. Delaying pressing P+K+G will help. --Side Kick If your opponent turns around with a slow attack, Side Kick them. If they're near the edge of the ring, Side Kick them also. But DO NOT attempt to sidekick Sarah or Akira in this situation. Their turning low kicks will slip under the Side Kick and take you down. -Back Off If they just turn around, don't try any attacks or you'll be countered.

Also remember that your Body Press throw--b+P+G--can be broken out of as well with a b+P+G. If it is broken your opponent will be right behind you. Try not to use it too much against Akira, since he has a Guard Break with that motion. An Akira in back of you means one HUMONGOUS buffered Bodycheck. If your b+P+G throw is broken, run away and turn around without an attack.

-If You Break Their P+G Throws The other benefit of the P+G throw is if you attempt it within 10 frames of your opponent's P+G throw, you'll break theirs! Here's what to do if that happens. --Lau Dash or crouch dash back! Don't crouch, or you'll eat an Elbow-stagger combo. --Sarah Crouch and defend. Must Sarahs will go for the turning Sweep. If she turns and is standing, quickly stand up and defend since a turning Punch-Kick combo will hit you if you're crouching. --Shun Defend! Throw if he does a turnaround high attack. If Shun is in the habit of rolling away, buffer in the Chiropractic Adjustment motions, delay pressing P+K+G, and let him have it! --Pai If she likes to immediately turnaround with her d+K, then wait and hit her with your d+K. If she likes to wait for you to initiate the attack, simply turn around without an attack! If you are fast, go for the back throw, you might even catch your opponent offguard. --Lion Back off. He can attack quickly. --Jeffry Dash away and turn around. Your opponent might read this guide also. ^_^ --Kage Back off. Your back will be toward him. --Jacky He has to get up as if you knocked him down. Use okizeme tactics. --Wolf Behind-the-back Chiropractic Adjustment, baby!!! ^_^ --Akira Back off. Special Thanks to Lars Sorensen for his help! -Hopping And Jumping Attacks Jeff shouldn't rely on air attacks since he is rather slow, but they can be useful. Hopping kicks can punish sweeps or low rising attacks. Know which attacks you will do depending on when you press K. K when you press up--the Giant Eagle Single Kick. K at the peak of the hop--the Hopping Kick. K when descending from the hop--the Landing Side Kick. Also remeber that hopping attacks are uncounterable! This is balanced by the fact that you'll spend a relatively long time in the air. If your opponent tries to attack when you land, retaliate. Jumping in most situations results in Big Trouble. Unlike other characters, Jeff and Wolf can only attack once in the air. Takeoff Kicks--where you hold up and hold K--are good to use if you're facing a Kage that likes to use the Roll and Flying Kick (f,f+P+K+G) or the Drill Kick (f,f+K+G). Takeoff Kicks tend to take huge priority over these moves, and can hit Kage from a great distance. Refrain from using jumping unless it's to escape from the edge of the ring after you knock down the opponent. -Rising Attacks It takes some skill, practice, and experimentation to learn which rising attack you can use, and the best time to use them. A good strategy is not to use them at all or when you know you can hit the opponent safely, such as after a missed pounce. You may be tricked into using them. Don't fall for it. Rising attacks vary on your position on the ground and how you get up. Tap G to roll to the side using the joystick to determine in or out of the screen. Tap back on the stick to roll backward. Tap P to rise in place. This is also useful to avoid Lau's second Stomp if you are lying face up. -Turnaround Attacks Treat turnaround attacks like you would any other attack, especially his Turnaround Punch. You can follow it up with a Kick! Other good attacks are the Starfleet Maneuver: The Next Generation (d+P) and his Turnaround Axe (d+K). EXECUTING LOW THROWS Low throws take a lot of practice and skill to execute consistently, but the rewards are well worth it. If your opponent wants to sit and duck all day make him/her think twice by grabbing them. The best times to snatch them are after moves that leave the opponent ducking. A good example is Lion's two Low Thigh Kicks, since if you block the second one he's down there for an eternity. It is easier to grab them after moves are blocked as a general rule, but even if some moves miss Jeff entirely you can dash in and snatch them. It is tough in a few cases, such as anyone's Low Kick, but still possible. It is vital to land these throws to get the higher grades in Ranking Mode--see the Making the Grade section. Here's a list of what to look out for. A 'B' before each move means that a low throw is possible if it is blocked, an 'M' means it is possible if it misses entirely, and an 'H' means it's possible even if it hits! Move Action Jacky's Low Backfist M Jacky's Sweep B,M Jacky and Sarah's Leg Slicer B,M,H Shun's Slow Sweep B,M Shun's Drunken Sweeps M Shun's Low Shoulder Backpush M Lion's 2 Low Thigh Kicks B,M Lau's Double Foot Sweep B,M Lau and Pai's Sweep but NOT as B,M part of a PPPK combo Kage's Roll and Sweep B,M Akira's Low Rising Attack B Jacky and Sarah's Low Rising B Sweep Shun's Rising Sweep B THE TOE KICK OF DOOM One of the most damaging moves in the whole game, if not THE most damaging, Jeffry's Toe Kick of Doom (TKoD) takes a bit of practice to master. The key is to get the timing down right. Different people I've talked to and heard from have their own ways of knowing when to do the last motion (QCT+P+K+G), which is the crux of why it is so hard to learn. But don't give up, learning when to do it is the hard part. First, kick 'em in the gut with the Toe Kick (d+K). WHOOF! Let the stick go to neutral and leave the buttons unpressed. Now, watch Jeff's kicking foot. When it is just a hair above the ground do the last motion (QCT+P+K+G). Knowing exactly when to do this motion might be different for everybody, but it must be done quickly and when Jeff's kicking foot hits the ground the movement should be completed. It depends on how fast you can roll the stick. -Some Vital Pieces of Information... The TKoD can be escaped by crouching after the Toe Kick hits. Against TKoD savvy opponents, a crouch dash plus Powerbomb will do the trick. Also, since the Toe Kick takes a fairly long time to come out, therefore making you prone to major counters, prefix the Toe Kick with a quick move such as a Punch. MAKING THE GRADE IN RANKING MODE Thanks to Jirrawat Uttayaya and his Ranking Mode FAQ for this information. To get 1st grade you must beat Dural, defeat CPU Akira under 6 minutes 30 seconds, and score 100 technical points. Here is the list of moves that count toward your technical points. Remember you must do the same move in different matches. Quantity & Moves Motion 4 Fireman's Carries P+G 4 Power Slams f+P 4 Chiropractic Adjustments b,f,f+P+K+G 4 Triple Head Butts See above 3 Military Presses b+P+G 3 Crucifix Piledrivers d/f,d/f+P+K 3 Hell Stabs d+P+K 3 Flying Butt Attacks P+K+G 3 Big-Ass Boots f,f+K 3 Heel Axes f,d+K 2 Iron Claws d+P 2 Powerbombs d/f+P+K+G 1 Machine Gun Knee d,f+K Note that you will not receive credit for Fireman's Carries that are broken out of. You will get credit for broken Military Presses though. Do your Hell Stabs, Flying Butts, Big-Ass Boots, and Heel Axes in early since CPU Pai and onward will block them. The CPU is vulnerable to throws then especially. Try and work your Power Slams in early as well since it has a very short range, and your Triple Head Butts also since if it misses for whatever reason the non-throw Head Butt will come out and the CPU will put a big hurt on you. Try not to give mercy rounds to the CPU often since you must beat Akira within 6'30". You might want to give one to Shun and Lion especially since there are your best opportunities for low throws. Look for the low throw especially against CPU Sarah, Shun, Lion, and Jacky. As long as the Bryants' Leg Slicers don't knock you down they are low throw bait. Grab Shun after a missed Backpush and a blocked slow Sweep. Low throw the Frenchman at every opportunity. Try this against him--P,G,low throw of choice. He'll autoduck the Punch and you'll Cancel it, and Lion'll still be ducking, just begging to be low thrown. Slam Jacky after a blocked or missed Sweep. STRATEGIES VERSUS SPECIFIC CHARACTERS -Akira Since he's the man with 3 reversals, refrain from the slower moves, or do them and G-Cancel. Play defensive up close because he has an arsenal of dashing moves that'll stagger you and take you down, plus some damaging throws, and of course the Stun Palm of Doom. Try and frustrate him into trying his dashing elbows and palms from just outside their ranges--machi Akiras often fall into this trap. Throw at every oppurtunity. Otherwise stick to the nitty gritty. Akira cannot reverse the Hell Stab. Akira's Dashing Elbow is uncounterable if it is blocked. But if you use the Knee, Akira will be hit if he tries anything else but defend, especially if he tries a Low Reversal, and he will be hit HARD. If Akira is in the habit of trying Low Reversals after the Dashing Elbow, an Elbow or Drop Elbow is also good to use, depending on stance--the Elbow will not hit in open stance. If you are in open stance use the Drop Elbow instead. A low throw may also work. And if he stops using the Low Reversal, Low Punch him! Then buffer in a throw like the Chiropractic Adjustment or Crucifix! If Akira is up close THROW HIM because odds are he'll be trying for a Surprise Exchange/Bodycheck. So far Jeff doesn't have a 100% reliable escape from the Bodycheck, but Jeff players worldwide are working on one. Crouch dash away to minimize damage. -Pai Ease up on the high and mid-level punches and kicks because she posesses reversals. She also has a definite speed advantage. Up close stick to the nitty-gritty, use the Dash Elbow and other relatively quick moves, and look for the throwing oppurtunity. With practice you can grab her with a low throw after a blocked Sweep. If she does manage to sweep you, wail on the G button. If she tries to pounce and misses, you'll end up right behind her. -Lau Do NOT let him get up close. Any decent Lau knows that a slugfest will usually end up in his favor, since he has the Punches, Snap Side Kicks, and the vast array of Knifehands to do it. Keep him at bay with Jeff's quick close moves. Make him pay after he tries a Cartwheel Kick. Make sure to block high. If he sweeps you go nuts on the G button and you'll end up behind him a la Pai. -Wolf A defensive Wolf is a royal pain for just about anybody. Avoid using the Side Kick and Big-Ass Boot too often becuase he has a Side Kick Reversal. He'll be looking for every oppurtunity to throw. Try and emphasize the Fireman's Carry up close, becuase if you execute it first and he breaks out, he lands a relatively safe distance away. If he executes his Suplex and you break out, he's prime Behind-the-back Chiropractic Adjustment fodder. If he's in the middle of doing a more complicated throw you'll probably grab him first. If he tries an air move you can punch him out of it. -Jeffry Note that "Jeff of the Jungle"--the Jeff with the shin guards and dirty toga--has shorter pounce ranges. Know Jeff's weaknesses so you can compensate and make your opponent pay. Beware your opponent's Side Kick.

-Kage One of the game's "Total Packages," Kage is a tough opponent for Jeff. Try and keep him away because he has the 10 Foot Toss. If he does come up close use quick striking moves such as his Punches, Low Punches, and Low Kicks. Also try throws that require only one movement like the Military Press or the Power Slam. Be sure and mix up your attacks because he does posess a High Punch Reversal, and he can reverse the Hell Stab. If he tries his Roll and Flying Kick and he ends up behind you, it's almost a guaranteed back Chiropractic Adjustment since he takes forever to get up and his back will be toward you. -Sarah She has a big speed advantage and a vast array of kicks. Try and lure her into kicking and then block and punish her. If you block her Illusion Kicks--her 3 Side Kicks in a row--dash in and punish her. Beware of her Kickflip! If you do block it, dash in and punish her. If she likes the Leg Slicer, make her hate it with a low throw. Watch if she tries shunpuri because she has the fastest Turnaround Sweep in the game, along with a fast Turnaround Punch, Kick combo. -Jacky Another of the game's "Total Packages." He's got speed and power on his side. Get used to doing the motions quickly for throws so you can counter a blocked Bitchslap with a Chiropractic Adjustment or Crucifix. Stay on the defensive if you can, and watch out for his Kickflip. Go for a low throw if he uses the Leg Slicer and you're still standing. -Shun His Cartwheel Kick comes out really fast, but if you block it, Shun's in DEEP trouble. A defensive Jeff can pose big problems for Shun. Watch out for his Low Back Kicks which start off striking low and his Backpush. Shun can dodge to the side rather quickly so take it into account when you plan your attack. If he tries a slow Sweep, block it and retaliate with your favorite low throw. Emphasize mid-level attacks. -Lion STOMP on him if he tries to stay low. Jeff's Big-Ass Boot works great at a distance, the Side Kick a little closer than that, and the Heel Axe up close. Use a Side Kick if you block his 2 Low Thigh Kicks, or go for a low throw. He can flit in and out and to the side very quickly and retaliate. If he knocks you down, go nuts on the defense button. If he tries a pounce and misses, you'll be right behind him, ready to put some serious hurt on him with a back Chiropractic Adjustment. WISH LIST FOR FUTURE VERSIONS -More tidbits for fighting human players, especially Akiras -More combos/floats -Comments and Suggestions VERSION CHRONICLE Version 0.0, posted 8/25/95--Started out when I'm trying to get out of a small rut. After a mediocre VF2 day (though I did beat Carl Morales for the first time ^_^), I started to set down all my thoughts into this guide. Version 1.0, posted 9/1/95--Tons of information come pouring in, with more on the way. Version 2.0, posted 9/19/95--More information comes in. Low throws section and strategies added. Version 3.0, posted 11/11/95--More information on the TKoD added, plus a few other tidbits. Error on a throw missing corrected. Version 4.0, posted a while ago--I forget. Version 5.0, posted 1/13/96--TKoD given its own section. D's changed to G's. Version 6.0, posted 2/2/96--Move section overhauled, TKoD escape and safety net added. Special thanks to Mason Wood for his in-depth Jeff vs. Akira strategies, and Lars Sorensen for broken P+G throw analysis.

Version 7, posted 4/26/96--Lots of new stuff added to coincide with
Mason's upcoming Jeffry Supreme Tactics Guide.

You can get this FAQ at Lars Sorensen's Home of Virtua Fighter:
                http://www.w3masters.com/vfhome/

and from Tom Harper's Neat-o Home Page:
                http://www.contrib.andrew.cmu.edu/usr/th2n/home.html

AFS users can also copy this guide out of my public directory:
                afs/andrew.cmu.edu/usr22/th2n/public/vf2jeff.txt
                or
                file://afs/andrew.cmu.edu/usr22/th2n/public/vf2jeff.txt

 
CREDITS AND KUDOS!

Chia Jin Ngee.............mcblab47@leonis.nus.sg
Douglas Rosengard.........dug@lugaru.com or The DugMan@aol.com
Joji Suzuki...............joji.g@channel1.com
Andy Lin..................andylin@eniac.seas.upenn.edu
Jim "Yupasawa" Ross.......Yupasawa@aol.com
Demetrius Wilkins.........U55076@UICVM.UIC.EDU
Orlando de la Cruz........orlando@bridge.net
Darcy Brockbank...........samurai@amber.hasc.ca
Kevin Joson...............ae151@torfree.net
Abbott Wang...............wang57@futures.wharton.upenn.edu
Mason Wood................cons027@titan.oit.umass.edu
Lars Sorensen.............larshs@VNET.IBM.COM

and

all my opponents..........soon to be too numerous to mention, but especially...
Carl Morales..............khyron+@cmu.edu
Alex Cheng................ac59+@andrew.cmu.edu
Doug Barkes...............doug.barkes@kgb.com
S. Hyun Yim...............sy2b+@andrew.cmu.edu
David J. Wingrove.........dw54+@andrew.cmu.edu
Brendan T. Hunt...........bhunt+@andrew.cmu.edu
Michael K. Im.............sim+@andrew.cmu.edu
and the others at the Pittsburgh tournament! Just wait until next time... ^_^
--
"No, Ralph, Jesus did not have wheels."

       http://www.contrib.andrew.cmu.edu/usr/th2n/home.html