Virtua Fighter 3tb/Jeffry McWild/Strategy

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Frame Data

Movelist + 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

Attacks

  • 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

Outline

Offence

Jeffry at high advantage has strong options due to his high throw damage, safe hit confirmable mid strings, CH tick throws, and 2K hit throw(Toe Kick Splash Mountain). At +7 2K will beat out 11f moves and slower, only losing to jabs of faster characters. On block it is only -4 and has a mid follow-up. 66P is 16f meaning at +5 it beats 11f elbows and slower moves, it can be hit confirmed on CH or crouching hit into 66PP. 1K is his low CH tick throw which beats every attack option at +6 and is only -3 on NH. 2K+G acts similarly but is slower. The tradeoff being it knocks down on major CH.

Against crouching opponent's, you'll want to use one of his three low throws, 26P+K+G being the most damaging. Against Evade, Jeffry can be strong in the hands of the right player due to his 1K and powerful throwing kit. If 1K lands on normal hit because your opponent is standing guard, you can still back-dash or abare with 2P which beats everything 14f or slower due to 1K being only -3 on NH.

Defence

At disadvantage, Jeffry has many great options such as 33P, 6P+K and 43PP. These attacks all crush or back-sway in some shape or form. His Reverse Nitaku game is quite strong since he deals high damage. With 33P and 6K leading to full combos. at low disadvantage, Jeffry's back-dash is very strong. Combine that with his strong abare tools and you have great defensive options with his back-dash guard cancel. Jeffry's fastest moves start at 12f which means he should not be exchanging with faster characters at low disadvantage and should instead be relying on option selects.

Punishment

  • +8 to +11 = Throw Punish
Throw punish
  • +12 to +14 = 4K(P)
4KP punish


  • +15 to +17 = 6K
6K punish


  • +18 and above = 6K or 33P
33P punish
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