Virtua Fighter 3tb/Jeffry McWild/Strategy: Difference between revisions
Jump to navigation
Jump to search
m (→Key Techniques) |
|||
Line 19: | Line 19: | ||
* 2K+G - High crushing low kick which guarantees a throw on counter hit. | * 2K+G - High crushing low kick which guarantees a throw on counter hit. | ||
* 6P+K - Back-swaying mid knockdown which guarantees a down attack. | * 6P+K - Back-swaying mid knockdown which guarantees a down attack. | ||
* 66P(P) - 66PP is a mid>mid string where the first attack is only -4 on block and the second attack can be hit confirmed. | * 66P(P) - 66PP is a mid>mid string where the first attack is only -4 on block, and the second attack can be hit confirmed. | ||
* 3K - Long range mid knockdown kick. | * 3K - Long range mid knockdown kick. | ||
Revision as of 01:47, 13 April 2024
Frame Data
Strategy
Introduction
Jeffry has very strong throws, great crushing options, and deals high damage. He's a difficult character. He is high risk/high reward, but has great mobility and fantastic pokes at high advantage. He suffers in exchanging with faster characters at low advantage and disadvantage. Like other big characters, it will take time to use them effectively. Make sure to practice option selects, and playing very safe or behind the pressure of mid/mid strings.
Key Techniques
- P(K)(PP) - Jeffry has a +1 on guard jab which guarantees a throw attempt on CH. PK is a 2 hit high string which is -1 on block and -3 on hit. PPP is high>high>ex mid which means you can mix between doing the full string and cancelling it to pressure opponents.
- 6P(4P) - 6P is Jeffry's elbow class move which has a mid follow-up 6P4P which knocks down opponents into a guaranteed down attack.
- 33P - Mid, high crushing launcher.
- 6K - 15f Knee class Launcher.
- 4K(P) - 12f mid knockdown, CH launcher. has a follow-up 4KP.
- 1K - High crushing low kick which guarantees a throw attempt on CH.
- 2K(236P+G)(P) - Mid Kick which guarantees his hit throw splash mountain on CH. Also has a follow-up 2KP mid attack.
- 4P - Normal hit knockdown, crouching hit combo starter, with long range.
- 2K+G - High crushing low kick which guarantees a throw on counter hit.
- 6P+K - Back-swaying mid knockdown which guarantees a down attack.
- 66P(P) - 66PP is a mid>mid string where the first attack is only -4 on block, and the second attack can be hit confirmed.
- 3K - Long range mid knockdown kick.
Throws
- 33P+G
- 466P+G
- 4P+G
- 16P+G
- 6P+G
- 2P+G
- 43P+G
- 46P+G
- P+G
- 1P+G
- 26P+K+G - Low Throw
- 3P+K+G - Low Throw
- 2P+K+G - Low Throw