VIRTUA FIGHTER 2 THE OFFICIAL STRATEGY GUIDE FOR JEFFRY McWILD version 6.0 Maintained by Thomas H Harper, local Jeffry fanatic Yes, this is a net strategy guide. Yes, it is free. So enjoy CONTENTS -------- -Some General All Around Strategies -Using Jeff's Moves -Combos -Some Weird Tidbits -Strategies Using Jeff's Moves -Low Throws -Strategies Versus Other Characters -If Your P+G Throw Is Broken -IF You Break Their P+G Throws -Other Pointers From The R.G.V.A. Community -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. SOME GENERAL ALL AROUND STARTEGIES ---------------------------------- 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. Some notes 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 Power Bomb Throws, use his down/for+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 new Low Throws section for new information All in all, use whatever the situation demands. USING JEFF'S MOVES ------------------ These are taken from Chia Jin Ngee's excellent VF2 FAQ, using his format. After the Description is the Damage Points under "normal" circumstances, the 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 attack. - Description Motions 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 Use these liberally up close. His Side Kick has a long range and always knocks down if it hits. Use it often It's GREAT against ducking opponents, especially at its maximum range. Jeff's Low Kick has about just as much range. Against characters with reversals--Pai, Akira, Kage, and Wolf--mix up your attacks to keep them guessing. Use G-canceling to fake them out if you can. --- Hell Stab d+P+K H 30 14,19 PK F This move recovers in 19 frames and you can usually block any retaliation in time. It can also float the opponent slightly, enough to follow it up with an elbow or one punch. It can do huge damage inside a combo. Pai and Kage can reverse the stab but Akira cannot. --- Uppercut d/f+P M 22 15,22 APK F 2 Uppercuts d/f+P,P M 22 20,22 APK F Uppercut from crouch FC,d/f+P M 22 13,22 APK F These do moderate amounts of damage, hit ducking opponents, and float the opponent If you catch them in the middle of an attack it'll send 'em sky high and set them up for HUGE combos. Use these up close. --- Toe Kick d+K M 24 18,24 P F Toe Kick, Hammer d+K,P M 43 24,30 Toe Kick Of Doom d+K,d, M 124 NA,248 QCR+P+K+G Follow up the Toe kick with one of the two above. The TKoD does TREMENDOUS damage, but it is hard to learn. Once you do learn it, the others better watch out... See the new Toe Kick of Doom section for complete details. --- 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 + Uppercut f,f+P,P M 38 12,26 AP Drop Elbow b,f+P M 30 14,31 AP S Lunging Axe Handle b,d/f+P M 30 18,44 aka Starfleet Maneuver Pancratium stresses elbows, so it's natural that Jeff has many elbow moves. They tend to come out rather quickly, but some recover slowly. A note on his Dash Elbow and Uppercut--you can delay pressing P the second time and still get the Uppercut. You can use the same principle with the Elbow-Hammer combo and the Toe Kick-Hammer combo. These will strike anyone trying for a quick counter after they block the initial hit, or try to retaliate after being hit. His Drop Elbow and Dash Elbow will change his feet position. The Dash Elbow by itself is uncounterable if blocked. Try it, then defend immediately in case your opponent tries to retaliate. --- Heel Axe f,d+K M 36 19,29 S This comes out VERY QUICKLY and smashes ducking opponents It also changes his feet position. --- Knee f+K M 30 15,29 S This does MONSTER damage if it interrupts the opponent's attack, and floats 'em sky high An excellent defensive move. This move also changes Jeff's feet position. --- Big-Ass Boot f,f+K M 40 26,23 APW Against opponents who try to 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 his side kick but it takes an eternity to come out. Characters with a mid-level reversal will see this coming a country mile away and make you pay. When Jeff's kicking foot hits the ground it is possible to execute a throw. See the Tricks section. --- Head Butt f+P+K H 40 28,13 F Stomach Crash d/b,f+P+K M 40 19,35 These two Head Butts complement each other--the ordinary one has great recovery, and the Stomach Crash has great initial speed. Plus, it is analogous to Shun's P+K Spiral backpush--it can duck under high attacks and retaliate. The former head butt has a VERY quick recovery time--13 frames--and can float the opponent. If the opponent ducks out of the way of it, try a low throw if they're close enough. --- Flying Butt Attack P+K+G M 30 26,21 This move is slow to come out, but there are few more satisfying ways to deal with a ducking opponent. ^_^ This is good for pushing the opponent out of the ring. --- Now, to really punish the opponent SLAM 'em with these Remember that when you attempt a throw, you can miss, depending on range and if they're standing, ducking, or jumping. Short descriptions of what should come out if it misses follows each throw. Description Motion Grabs Damage Total Frames ----------- ------ ----- ------ ------------ Fireman's Carry P+G H 60 163 Body Press b+P+G H 60 252 These throws can be broken out of the same way as they are done. Breaking out of the Fireman's Carry will send the breaker to Jeff's side. Breaking out of Jeff's Body Press will send the breaker right behind him. Be careful and be prepared to deal with the opponent if they break them. Try and dash away and use a turning move to deal with one who breaks the Body Press. Also, if time is a problem, remember Jeff while doing the Body Press takes over 4 seconds before he drops his opponent. If the damage isn't done by the time the timer runs out, it won't count. A quick short punch comes out if Jeff misses these throws. It can hit someone in the air, especially if at close range Lau, Pai, Jacky, Sarah, or Kage tries a kickflip. --- Crucifix Piledriver d/f,d/f+P+K H 80 248 This throw is his most damaging, and one of his coolest looking. Follow it up with a pounce. Crouch dashing in is a GREAT method to easily get this throw off, because at the end of the crouch dash motion a simple d/f+P+K is required. This throw is Jeff's most damaging follow up to a Senbon punch as well. If it misses you may end up with a Head Butt instead. Due to its long time to come out and high striking position, you are vulnerable if this misses. --- Power Slam f+P H 50 158 Very easy to execute. Use this throw up close against characters who have a similar easy to execute throw like Kage, Lau, and Wolf. Feet position comes into play with this throw also. The range is short so you must be close to them and in closed stance. Try dashing in and using this throw. If this misses, you'll get the Elbow that hits duckers and standing non-defenders. And if you're close enough to someone standing, you'll get the throw anyway So use this when your opponent is close. --- Single Head Butt b,f+P+K H 20 86 Double Head Butt b,f+P+K,f+P+K H 40 123 Triple Head Butt b,f+P+K,f+P+K, H 80 129 f+P+K Seen during the intro, this series is hard to learn, but well worth the results. The timing here is doing the next for+P+K before the next headbutt hits. It should work out like this-- back,for+P+K, for+P+K, WHAM, for+P+K, WHAM, WHAM, thud. If this misses you'll get the ordinary Head Butt. BE CAREFUL when you attempt this technique. If you only do one or two Head Butts the recovery time for Jeff is very long, plus your opponent will still be standing. --- Back Breaker b,f,f+P+K+G H 70 159 Behind-the-back Backbreaker P+G B 100 199 Lovingly referred to hereafter as the Chiropractic Adjustments :) Once you get used to doing the motions for the frontal CA, it becomes an excellent counter to things like Jacky's Bitchslap. The motion also moves Jeff forward a tad, thus giving the front CA impressive range. If you hold down G when you press back to start off, the motion won't move him back, giving it even MORE range You can even delay pressing P+K+G at the end for just a tad. If this throw misses you'll get the flying butt attack, and if the opponent hits you at the time you'll end up with your back toward the opponent, and usually staggered. A good way to practice this throw--pick Akira and do the Bodycheck. To effectively use the Bodycheck it must be done FAST. Up close with Jeff, if you want to do the CA it must be done FAST. But if you're farther away, or when you recover from a quick move such as the Low Punch, buffer the motions in, just like how an Akira>