VF5FS Jeffry Strategy
-
Contents
- Introduction
- Technique Tier List
- S Tier, indispensable shit
- A Tier, very important
- B Tier, solid but maybe situational
- C Tier, limited and highly specific uses or just decent
- D Tier, don't bother unless you're just fucking around
- Ready? GO!
- Nitaku
- Side Turned
- Combos
- Attacks that start combos
- What do you do after starting a combo?
- Bounds
- Wall Combos
- Differences in combo enders
- Changing your Ring Position in Combos
- Special notes on Combos
- Wakeup Strategies
- The opponent doesn't move or is slow to get up
- The opponent wants to get up, but doesn't do rising attacks
- The opponent wants to get up and do a rising attack
- Ring Position
- Wall Pressure
- Ring Out
- Changing Your Ring Position
- Block Punishment
- Dealing with general bullshit
- Other
- Threat Stance
- Back Turned
- Misc. Techniques
Introduction(top)
Jeffry fills the "easy to learn, hard to master" character archetype. Outside of some combos there are no difficult inputs, and all of that advanced stuff in totally optional as your stable combos are damaging as is. Jeffry's weight allows for some protection from eating massive damage unlike a good chunk of the cast. Due to his large size, he has attacks that can assault the opponent effectively from any range. You also have a very solid set of attacks and one of the better throw games. His combo damage is among the very highest in the entire cast (and as stated before, his combos are easy to do). His attacks, throws, and combos also get a massive boost in damage whenever you're near a wall.
What is difficult about using Jeffry is because of his "simplicity" of use, he lacks any form of official defensive techniques outside of universal tools. While he has a solid set of tools, a good chunk of his attacks are slow and require specific situations to be able to work. Also, because of a lack of tricky tools, he needs to often take big risks in order to mount a comeback.
Strengths
- Heavy Weight means less damage for your mistakes
- Simple inputs, aside from the many hit throws, playing Jeffry doesn't require give your arcade stick a hand job
- Can do some of the heaviest damage with or without a wall
- Most of his moves can start combos or can be converted into wall combos, probably the highest number in the game
- Solid set of basic tools (
![Punch [P] [P]](styles/default/xenforo/clear.png)
punish, a 14f Elbow, 16f side kick, 17f knee, etc.) and lots of redundancies (like 4 attacks that serve as an elbow, three big launchers, attacks you use as a "sidekick" etc.) that allow for a very varied and fun striking game - Has some of the best range in the game
- Lots of tools to deal with sabaki attacks
- Solid Throw game that becomes very damaging near a wall
- Because of all the striking attacks, there are innumerable combos to explore that still all do good damage and lead to different kinds of knockdowns or wall hits
- Punishment tools that, with on point ring awareness, make his block punishment one of the best in the game
- Lots of big attacks that work great as meaties
- Excellent wall carry in combos and ring positioning potential with throws
- Despite lacking reversals, sabakis, and inashis, he has access to most other tools, like a "guard break," catch throw, etc. but...
- MOST DETAILED COMBO LIST AND WIKI ARTICLES (get on your shit other content managers, LOL)
- Best win animations, especially with certain items (put Trophy Fish on his back and do
![Hold Up, wait a minute? [8_] [8_]](styles/default/xenforo/clear.png)
after winning)
- Despite having almost all the tools in the game, Jeffry's versions of those moves riskier and generally not as good as comparable attacks that other characters have (his Guard Break requires a threat stance set up, his catch throw is attached 33/33/33 guessing game after getting a 25f linear high block, etc.)
- Due to differing sizes of characters and attack hit boxes, many of the opponent's attack will go through/under your mid attacks
- Has a few attacks that are relatively quick but many are big, slow, and situational
- Shun and his stupid fucking lack of a hitbox
- Lacking in lows, what he has are weak, risky, and situational
- Lacking tools to directly deal with
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
/lows, ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
whiffs often, ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
is slow and might get blocked anyway - Without a wall, his 12-15f punishment is mediocre
- Several key attacks are extremely difficult or functionally impossible to hit-check requiring you to commit (unlike characters like Jacky or Taka)
- Aside from a few key attacks, he's linear, his primary anti-step are high attacks (
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
fodder) and his damaging ones are slow - Once your learn Jeffry in-depth you will learn that you have a lot of options in getting lots of damage in most situations, this can be seen as bad for two reasons: choice paraylsis or feeling regret in making the bad choice, seriously there is so much, it can be overwhelming
Technique Tier List(top)
Here's an entirely subjective "best of" list. For an explanation of a specific attack, check out the Move Analysis page. The attacks in the "tiers" are in no specific order unless specified otherwise. Your list might be different, but I don't see your ass writing these ambitious as fuck Jeffry guides (LOL).
S Tier, indispensable shit(top)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
,
/![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
,
strings, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
, ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
,
A Tier, very important(top)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/
_
, Wall throws
B Tier, solid but maybe situational(top)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/Threat ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, Threat ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
and all follow ups, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
, ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, Threat ![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, Wall ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
C Tier, limited and highly specific uses or just decent(top)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, Threat
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, ![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/Threat, ![Hold Forward [6_] [6_]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Hold Forward [6_] [6_]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, Threat ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
,
~
,
~
, ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
D Tier, don't bother unless you're just fucking around(top)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, All BT
Was this helpful? If so, great! If not, I agree, read the Move Analysis page and don't think you can play Jeffry like some other characters and just get by with only 10 moves.
Ready? GO!(top)
>What should be your plan at the start of the round? What should you do when you're at neutral? Please tell me how to play!
There is no definitive answer for these questions, but rather you should re-frame it as in this way: What do you predict the opponent will do, and what can you do to stop them or, more preferable, force them to play the game you're playing. You should practice Jeffry to the point where he becomes an extension of you, to the point where you can spend all of your energy in watching and downloading your opponent's habits.
Does your opponent stand and block your opening attack, or backdash away? You should change up your game by dashing up to them with a throw. Does your opponent throw escape or know about Yutori-throw escapes (holding
and then
and a direction)? You can definitely check in replays, and if they don't do that do damaging shit like ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
. Do they throw out certain linear attacks? Evade and punish. Do they do unsafe attacks constantly? ![Punch [P] [P]](styles/default/xenforo/clear.png)
(and above) punish them every time. Do they never punish your unsafe stuff? Do it more. Do they evade into an immediate attack? Use your circular attacks more or do ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
.
If you read the Move Analysis page, you should know how everything works, and if you observe your opponent enough you should know where your attacks will fit into the situations the opponent sets up.
Nitaku(top)
>What's this character's nitaku, or two-choice, guessing game?
Nitaku starts at +6 (+5 vs Taka) you can force a 50/50 between your striking attacks or a throw on your opponent. This happens when you manage to land certain attacks (often made better if on CH) or you block certain attacks the opponent does.
If you go with a throw to beat an evade or standing
here's a slimmed down throw guide:
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
give good oki, 40 damage, you are ST if escaped
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
sobers 1, does 50 damage, allows for evade-able rising mid attacks, you are ST if escaped
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
combo throw that can either give +2 on hit or lead to a knockdown and give a variable amount of damage (25-85)![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
sobers 2, 65 damage, strong oki
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
the
variation of this is to be used in the open for 40 damage and decent oki, other variations are to be used near a wall or ring edge![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
can cause a ring out or wall hit, without a wall hit gives you a free ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
/![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, you are ST if escaped
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does 60 damage, good oki- With a wall to the opponent's rear:
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does the least guaranteed damage but give big advantage if escaped, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does good damage but really sucks if escaped, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does good damage, can break walls, and doesn't suck as bad when escaped
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is your safest combo option![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
less safe on block, can potentially get up to 100 damage![Tap Down [2] [2]](styles/default/xenforo/clear.png)
safe on block, half-life throw set up- To beat potential sabaki attempts but not be too slow:
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
causes big push back, gives good frames, and can wall stagger, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
will lead to a decent combo, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
can be hitchecked and has some evasive properties and a good hitbox
>What is recommended at different advantages?
Rough sketch of what you should do if you expect an immediate counter attack attempts after getting advantage:
- +1 -
or ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
- +2 -
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
(
) or ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
(
) - +3 -
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
- +4 -
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
(less safe) - +5 -
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
or ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
or ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(for sabaki)
Of course you can spice up what you want to use if you expect the opponent will try to abare with something slower than a
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
, use a sabaki or reversal, or if you're at mid range.
>What can you do to defeat a Guarding Throw Escape? (e.g. guard breaks)
Have an opponent escaping your throws? Mix up the direction used dumb ass (refer to the quick throw guide above or the Move Analysis page for a more detailed run down). Beyond that, if the opponent is just guarding you have many options.
Press the attack and do attacks that give you advantage on block or cause staggers:
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
gives +1 on block, gives more frames on hit (+8) and gives a free low throw attempt on CH (+11)![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
gives +2 and sets up a 3-way guess between a mid combo starting
,
a half-circular knock down low, and a ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
catch-throw.
is +2 on block, setting up a ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
that will beat all ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
and most
counter attack attempts![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is +2 on block, combos that are identical in damage done with ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
with the added benefit of beating sabaki- Threat; if the opponent blocks
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, threat
or
will beat any fast attack in the game, ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
beats step, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
beats block and gives you a big combo, and ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
staggers on any hit leading to a free ![Punch [P] [P]](styles/default/xenforo/clear.png)
or more on players who are poor at struggling ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
staggers guards (free ![Punch [P] [P]](styles/default/xenforo/clear.png)
on block), leads to good to massive damage on hit and CH respectively and should be used on rising opponents![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
can be charged into a staggering attack or an unblockable
- Peck away with
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
, it does little damage, and puts you at disadvantage on normal hit (0 on CH) ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
gives +3 on hit (+7 on CH), isn't horrible on block (-13), if the opponent is near a wall it will cause a stagger- Get yourself in a more favorable position with an OM and attack the now STed opponent.
- Jump; empty jump into a poke or throw, or do a jumping attack
- One of the several kinds of Kick Cancels (details on Move Analysis page) and acting accordingly how you predict the opponent will react
>What can you do if you anticipate an evade in any or a particular direction?
There is a simple rule to remember when it comes to Jeffry's anti-step game: Punches cover his back, kicks cover his stomach. There are only 3 exceptions to this rule.
- Back:
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
- Stomach:
, ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, descending ![Punch [P] [P]](styles/default/xenforo/clear.png)
- Both:
![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
*, ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, Threat ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, Throws
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
, and using ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
when you're at +1~+5.
has strings that can lead to 70+ damage combos, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
does a fair chunk of health and gives massive push back, and ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
just knocks down.
When you're at much larger advantages and pressing your advantage after a knock down,![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
and ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
should be your go to options. They lead to huge combos in the open and there are easy wall combo conversions.
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does more damage than your ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
and can lead to half-life wall combos or ring out over short wall. The problem with this move is its speed so it is pretty easy for an intermediate player to ECDC. What makes up for this (though not really), is that this move has deceptively long range, and where as all of your anti step moves get eaten by Aoi's ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
and others' sabaki attacks, ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
often deals with that specific situation. Threat ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on the other hand is stronger due how much faster it comes out. Either one, the ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
s are really strong versus a ST opponent, giving you a massive +6 on block.
Also you can delay your attacks by not immediately attacking or changing up your input, like doing![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
. If you predict an evade into an attack, slower attacks, like ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
are slow enough that it can re-orientate and CH a mash-happy opponent.
Side Turned(top)
>How do you put your opponent into ST?
Jeffry has only a few ways of putting an opponent into side turned:
![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
- evade and/or OM (universal to all characters)
- escaping certain throws (universal to all characters)
![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
.
>What are this character's options for side turning the opponent with an attack or throw?
While not unique to Jeffry, all attacks on block vs. a ST opponent become safer on block (check the frame page and click on the attack, there will be a list of block frames on ST opponents and etc.), and side throws all give +2 when escaped.
Where you once feared getting punished,![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
/![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
become safe on block from any guaranteed punishment, and even ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
becomes only -1 on block. When it comes to attacks that give advantage on block, you also get a massive boost. ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/Threat ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is normally even on block, but in ST you get +6 which means ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
will beat out all non-sabaki attacks. For other attacks ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
gives +6, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
gives +7, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
gives +8, and ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
give +9.
If you expect a counter attack, you have a few (quicker) options:
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(17 frames) gives side crumple for good damage and can easily be converted into a wall combo with good spacing and ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(16) is to be used if the opponent has an 11 frame poke and knows that it will beat your slower ST options, does decent damage and has a brain dead easy wall combo conversion by doing ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
> wall hit ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> wall combo (works on almost every character, refer to the combo listing)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
(17), you should know what this is and does (READ THE MOVE ANALYSIS PAGE IF YOU DON'T)![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
(17), similar damage to above but give wall carry/ring out possibility![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(15), use like ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
to beat fast attacks, gives a massive +10 on CH and can give you a free low throw attempt![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(15) use like ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, but it's +11 on CH (free side throw attempt) or a solid Threat entry that keeps them in ST![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
if you're just boring, you know what these do, including potential wall combos/wall slumps
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
serves as an alternative means of beating high abare with quick
s (including DS Vanessa's ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
), you can choose to complete the string or get +8 on hit or +12 on CH, which allows for a ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
combo (into a possible wall hit > wall combo), you just need to input it as ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/
(just don't hold down) ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is to be used for predicted high abare attempts, do what you need/want after it connects![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on CH gives you a free ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
combo for damn good damage, which can be extended into a full wall combo with perfect spacing
>What are the optimal follow-ups when you successfully evade an attack that recovers standing or crouching?
Hinted above in the mentions of![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, if ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
connect on a ST opponent it becomes a natural combo that can't be evaded or blocked (as long as you don't delay any of the hits). Evade ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
should be your primary step punisher against most attacks, unless they're clearly big slow attacks because your ability to evade and punish is completely reliant on when the attack was evaded. So in some instances where doing an early evade on an attack will give you enough time to fit in a ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, lets say you evade at massive disadvantage the very same attack, the opponent may have time to block or evade your ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
attempt. You can always do a side throw but it can be escaped.
If the opponent is evade while doing an attack that puts them in a crouched state obviously you shouldn't use![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, instead use a fucking mid or low throw you nitwit (with the same caveats attached to using throws vs ST).
Now if you are knowledgeable/brave to the point of being stupid, you generally want to evade and punish with![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
. Exceptions (at least most of the key ones) to this rule will be listed in the Versus Character sections below.
Combos(top)
Play Jeffry and wanna learn how to do combo? Lucky for you some Jeffry player went apeshit in Dojo mode and threw away countless hours of their life away to make the most comprehensive combo list (aayyyy, it's me Sebo!), so you have a lot of shit to work with.
>How do you start combos?
Nice you asked... (ugh), because Jeffry probably has the highest number of attacks that lead to combos, and if they don't start a combo outright, they can cause a wall hit that allows for a wall combo conversion.
Attacks that start combos(top)
>These attacks you can just set up a standard (wall free combo):
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
(CH on 3rd hit) can be delayed![Punch [P] [P]](styles/default/xenforo/clear.png)
(CH on 2nd hit) can be delayed and hit evasion![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
can beat evasion and plow through low attacks as a special high![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
can be charged until it becomes unblockable![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
floats on the second hit![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
on ST CH
requires a CH![Kick [K] [K]](styles/default/xenforo/clear.png)
(first hit needs to connect) can beat evasion![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
goes under highs![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
ST CH and on a backdashing opponent![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on CH allows for a free low throw attempt, on ST CH ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
is possible![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on ST CH give low throw attempt![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on CH![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on normal hit, CH, or if the opponent jumps for some reason it turns into a bound![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on ST CH![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
- Threat
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
- Threat
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
- ascending
![Punch [P] [P]](styles/default/xenforo/clear.png)
- descending
![Kick [K] [K]](styles/default/xenforo/clear.png)
- BT
![Kick [K] [K]](styles/default/xenforo/clear.png)
- wall
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
- ground
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on face down opponents ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
This of course doesn't include interrupting airborne opponents (which would practically involve every attack).
>With a wall nearby the number of attacks that lead to wall combos expand to a huge degree:
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
either as the full string of if the 2nd hit connects as a CH![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
a wall to Jeffry's stomach![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
if the opponent is crouched![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
if the first hit causes a wall stagger the
will cause a slump![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
even on normal hit![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
wall slump![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
on CH![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
wall to Jeffry's stomach![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
if it makes the opponent hit the wall![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
wall splats![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/Threat ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
vs crouched opponent on normal hit
- Threat
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
- descending
![Punch [P] [P]](styles/default/xenforo/clear.png)
- ascending
![Kick [K] [K]](styles/default/xenforo/clear.png)
- BT
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
- BT
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
- Wall
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
if they don't tech
Like stated above: This of course doesn't include interrupting airborne opponents (which would practically involve every attack).
What do you do after starting a combo?(top)
>So your opponent is in the air or is crumpled, what do (I do) next? Hrrngh?
After the attack connects, the opponent is open to more damage... for free! So tack on all that you can, there is a handy-dandy list right here that tells you a whole lot of things you can do.
But here is the anatomy of a combo for the dimwitted (lol, "I've played 40K games but I'm still a Hunter!") or completely inexperienced players:
To start off, easy mode:
(Launcher)![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
> (An attack string) ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
Slightly more complex:
(Launcher)![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
> (Quick attack as filler)
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
> (An attack string) ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
These kinds of combos (especially after certain launchers and with good ring awareness) you will do more if you want to increase wall carry or get wall combo conversions.
And what you want to aim to do whenever possible:
(Launcher)![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
> (Quick attack as filler)
> (An attack that causes that changes the state of the combo) ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
<bound> > (An attack string) ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
These kinds of combos do the most damage but often keep you from being about to turn it into a full wall combo.
>I'm slow, can you break down in plainer terms the kinds of combos you can do?
There are (over simplifying here) two primary kinds of combos you will do in VF5FS: combos that carry the opponent without causing bounds, and bound combos. Here are two examples:
Versus Eileen you can do these combos:
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
>
> ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
>
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
The first combo does 70 damage and carries the opponent far across the ring. The second does 73 but doesn't carry as far. In general you want to do combos that do the (relatively) most damage, but the first combo can turn into a wall slump, and get you over 80+ damage or ring out from further away... you just need the ring awareness.
Bounds(top)
>What attacks cause "bounds" within combos?
After a launch to extend the length of the combo you usually continue with a
or similar attack that keeps the opponent afloat (Ex. ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
>
). As outlined above, you can go the easier route and do an attack string (![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
/etc. there are so many variations). But if you want to ensure getting much higher damage that's when you want to start using bound attacks, of which there are two kinds, light bounds and heavy bounds.
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
light bound, going to be used in most combos and wall combo conversions- Threat
![Punch [P] [P]](styles/default/xenforo/clear.png)
light bound, used in combos after ![Kick [K] [K]](styles/default/xenforo/clear.png)
or in wall combos by doing ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
- *
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
can cause a light bound on an airborne opponent, but don't expect this to land more than once in 1,000 games at most ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
heavy bound, just like ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, used a lot in combos and wall combo conversions![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
heavy bound, best used after ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
ST CH/Wall ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or in wall combos, generally avoid usage after launchers like ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
>What attacks can you tack on after a light/low bound?
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
The most consistent and should be your most used one, very few examples where this doesn't work to the point I don't even recall where it won't
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
The 2nd most consistent, works on everyone except for Taka, does slightly more damage than ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
Does the same damage as ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
Does the same damage as ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, if the opponent techs a lot, this will only work on light weights![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
The highest damage possible from low bound, sometimes requires a slight delay on the ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
which can be done as ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
only done in closed stance, but can cause a wall slump the lighter half of the cast allowing for a combo extension![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
is possible, leads to a similar beatdown to ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, but this does less damage than ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
need to buffer as ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, does less damage than ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
and leads to the same knockdown so not worth the effort![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
works... but WHY?![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
looks cool and can work on lighter characters but the damage is low
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, and if you have the ring and stance awareness ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, everything else is just fluff.
>What attacks can you tack on after a heavy/standing bound?
Everything that works on light bounds works here, but you get a few more options available to you. One added benefit of a heavy/standing bound is that it allows for numerous options that can lead to a wall slump.
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
This will probably be your go to ender, it does very good damage, carries super far, and on wall hit you get a free ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
used only on the lightest characters when you have no wall available![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
use only on Shun as it sobers 2 points, though with ring awareness and being parrallel to a wall, it can cause a wall slump for a massive combo damage-wise![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
not the best damage, but can be an alternate combo ender![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
is possible but really hard to fit in and it require the opponent to be hit against the wall on either the
or 1st
for the final to connect![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
can work like ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, but requires the opponent to be hitting the wall with
or ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
see ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
allows for the long range in starting a wall slump![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
looks awesome![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
also looks fucking awesome
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
need to be close to a wall but can lead to the biggest damage in combos![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
, etc... damage is low so why?
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
(wall), ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(wall), and for light weights ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
.
Wall Combos(top)
>Wall combos? What do (I do) then? Hnnrgh?!
There are 3 kinds of wall combos: Wall hits, Wall slumps, and Wall Splats.
Wall hits are the most diverse of the group. These happen when you land an attack that knocks the opponent down and they hit a wall at some point, like![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
or doing ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
> ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
. The follow ups you can add on to a wall hit is dependent on distance from the wall, the height the opponent hits the wall, the opponent's weight, and the recovery of the attack you used that made them hit the wall. Here is a further breakdown of what you can get after a wall hit:
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
is the most common that you will be able to connect. Will work on almost every height of wall hit, after combos like ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
>
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> wall hit > ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
or if the opponent doesn't tech ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
<wall hit> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
. Because of the ease of use of this attack, and the fact it scrapes the floor, this will be your most used attack after a wall hit.![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
does more damage than ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
and isn't very difficult to do, but requires a slightly higher wall hit. If you cannot visually check if the hit is high enough, and you do this but whiff while the opponent techs the fall, you will be at a big disadvantage. Due to the risk involved, only use ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
for this purpose if you're confident that it will land.![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does even more damage than ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
as it leads to a bound combo. This works on every character but Taka. Requires very good ring awareness as the range for this to connect is very tight.![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is like ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
in every regard but turned up another notch. It does the most damage, but often requires knowing the stance, works on fewer characters, and requires even better ring awareness. Like against heavier characters, you need pixel perfect spacing for this to connect into a full wall combo. Leads to a heavy/standing bound, making follow up hits in the combo much easier.
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
can be used for this purpose, but because of the limited range, you're better off mastering all of the above.
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
(first hit causing a wall stagger), Threat
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(after wall stagger), ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, etc. Many of these attacks (especially the launchers) will cause a wall slump because of the distance from the wall. After a wall slump you will be able to do many of the same attacks that you do after a low bound with some new things to mess around with:
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does 2 sober, does only 1 less damage than ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, and because of the beat down effect using ![Tap Up [8] [8]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is harder to avoid![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
a 50/50 guessing game between 30 damage (in ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
) or 20 damage (![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
) that sets up a lot of frames for a throw attempt or ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
vs abare (wall hit ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
gives like +8)![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
also sobers 2 points doesn't do that much damage outside of super special multi-bounce wall combos that require ECDCs and other fancy shit. Use for Shun if for some reason you don't want to use ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
they're not necessary or require way more practice. If you want to see more options check the combo page.
Wall Splats are also achieve in many ways, in fact many of the attacks that cause a wall slump can cause a wall splat if the opponent is close enough to the wall. But so do many other knock down attacks that connect on CH will cause a wall splat (
, ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
[last hit], ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, etc.).
After a wall splat you have a few options. Here is an illustration:
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
(69 damage)![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
(76)![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall>
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
(72)![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall>
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
(78)![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall>
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
(83)![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
(97)![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall> ECDC ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(a-whole-fucking-lot)
(1)![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall> (2)
> (3) ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> (4) ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> (5) ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
(1) First you make the opponent splat against the wall, and by doing (2) you initiate a wall hit, beacause of the opponent's proximity to the wall the connect high enough for (3) where you put them in a heavy bound state. Will they're in a heavy bound, you use and attack (4) that puts them into a wall slump, and you finish off with your selection of wall slump ender (5).
There are many variations, ways to to start the combo (like after a wall stagger from![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
), etc, but my advice is to:
- Aim to get down the combo in the example of the breakdown, maybe using
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
instead of ![Punch [P] [P]](styles/default/xenforo/clear.png)
- Stick with
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
for starting a wall slump while avoiding ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
bounds as it requires a lot of stance checking and gives away your option to do ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/ground throw on wall slump
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall>
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
and ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
you have a solid and relatively easy combo that works on everyone up to Taka, regardless of stance. Seriously, just practice those and mix up the very last part based on what give of wake up game you want to play around with.
Against Taka you need to deal with the fact that in order to get a wall splat is much more distance dependent, because where you would normally get a wall splat against all the other characters, you often get a slump instead. When you do get a wall splat, continuing with a bound is often techable so just doing![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
<wall> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
is the the most consistent.
Differences in combo enders(top)
With so many options in all the possible combos you'd be wrong to think that they all work the same way. Many of you combo enders can be separated into different groups based on how they put the opponent on the ground.
>Group 1, they carry the opponent forward!
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
- all
strings ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
- etc.
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
to set up a wall slump, and ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
in your staple combos (as it leads to wall hits and free ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
s)... these aren't that good. The other exception being ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
as a ender does the same damage of ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
but ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
can lead to a low wall hit and free ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
on lighter characters. Of course if you got that ring awareness, you might be able to use ![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Punch [P] [P]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
/![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
to set up a wall combo, but fuckhead this section isn't about that.
>Group 2, they beat the opponent down! Beat down? Beat off?
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(if it fails to bound)![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
, sober shun 1 point, and if the opponent doesn't tech you can threaten them with a down attack. You should, however, just stick with ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
as literally every other option just lowers your damage potential.
>Group 3, they make your opponent spin!
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
. Just a side note: don't fucking use ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
or ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
in combos, that's really dumb.
>Group 4, they make your opponent spin... head over heels this time!
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
in combos is to, with spot on ring awareness, set up a wall hit and potential wall combo.
>Group 5, they throw them against the ground!
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or buffered with a dash or ![Kick [K] [K]](styles/default/xenforo/clear.png)
kick cancel on attacks ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
. There is a lot of info on this in the Move Analysis page and below in the Wakeup Strategies section.
Where this is used is in wall combos, where you either can sneak in 1 more damage on your opponent, or in some custom wall combo conversion combos sneak in even more damage. Seriously, in the open this shit sucks, but in wall combos you can really see the worth of![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
.
Changing your Ring Position in Combos(top)
Special notes on Combos(top)
Some combos require one-frame-kills, especially on combos that involve a![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
bound into ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, on characters like El Blaze you will need to do a ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
for it to connect. Same thing applies to other characters depending on stance. This isn't listed on the combo list (yet?), but I got a lot of shit to do on this page right now, I've done a whole fuckin' lot already (suck on that other content managers, LOLz) and after this project is done I probably want to get back to making art again.
Also, so combos require you to use![Hold Forward [6_] [6_]](styles/default/xenforo/clear.png)
instead of
, and other combos ![Hold Forward [6_] [6_]](styles/default/xenforo/clear.png)
will cause the combo the fail. Some of these intricacies are noted on Jeffry's Combo page.
Wakeup Strategies(top)
You knocked the opponent down or the opponent did something that put them on the ground... now what do you do? That's entirely based on how badly the opponent wants to get up, if they teched the fall (with![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, etc.), do a rising attack, etc. It's up to you to learn you opponent's habits and use the correct course of action in dealing with what that choose.
The opponent doesn't move or is slow to get up(top)
Sometimes an opponent wants to mix up the wake up game by making you whiff your meaties (be able to block them) or they're banking on that they'll be able to guess the correct hit level on their rising kick. If your opponent is remaining motionless after a knock down, take advantage of your down attacks or if they're really not fucking around with the whole "I'm not moving"-strategy ground throws. Of course, if they delay their roll/rising attack long enough your downed attacks will still connect, and if it interrupt's their rising attack you get that CH damage, YAY (but in this case you ground throw will whiff or you will get hit out of it)! There is more an enough written on Jeffry's downed attacks on the Move Analysis page under Downed Attacks, Throws, and on the many hit-throws that you have access to.
The opponent wants to get up, but doesn't do rising attacks(top)
You want a break down of what to do here? Ugh... you need to guess what the opponent is going to do. If you expect a crouch and/or counter attack attempt, use a mid. Are they rolling/teching and then guarding? Throw their ass or use a meaty that's + frames on block, or set up Threat stance or![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or a full charged ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
. Learn the opponent's habits, act accordingly.
The opponent wants to get up and do a rising attack(top)
This is where the fun begins. First thing to get out of the way: if you block any rising attack done from a back roll you get +15 with which you can punish with![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
or check with the punishment options in the section below.
If you're more of a reactive player and are aiming for a whiff punish, depending on the knockdown cause by the combo or throw, you might have to back dash (![Tap Back [4] [4]](styles/default/xenforo/clear.png)
), back walk (
), or do one of your ![Kick [K] [K]](styles/default/xenforo/clear.png)
kick cancels (break down of the different ![Kick [K] [K]](styles/default/xenforo/clear.png)
s are on the Move Analysis page). Luckily with Jeffry, you have some very long ranged whiff punishers in (for example) ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, and ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
. ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
is quick, easy, and puts the opponent back onto the ground. ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
has long range and gives you a big combo, and because of the long range, if it is blocked at max range it can become safer on block. ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is the slowest so the timing can be difficult, but luckily it's safe on block and has the benefit of potentially stopping them from evades toward your stomach.
If you're into beating rising attacks you need to use an attack that does at least 21 damage, and with a big slow character you have a lot to choose from. Now when you use these attacks is completely dependent on the opponent's habits, the combo ender you used, or the throw you just landed, but here is a list of useful attacks (and some not as useful) for beating out rising attacks.
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
the most fun to use with the biggest pay off and is perfectly timed for beating out very aggressive players, for slow wake-ups or potentially beating a whiff you can do ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
like the other attacks below with an extra ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, you need to dash forward to buffer the attack to give it better timing, this attack beats both mid and low rising attacks, and is also half-circular just in case![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
leads to similar combos to ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
can give you a free low throw attempt![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
gives massive frame advantage and hits low if they're just standing and holding ![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
has massive hit frames leads to a damaging hit throw, if mistimed you might warp through the opponent or you get hit while in ST suddenly![Kick [K] [K]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
kick cancel into knee, it looks dope![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
delay that input![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Up [8] [8]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is an option select between doing just ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or doing ![Tap Up [8] [8]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
down attack, ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
will beat mid rising kicks and pretty easily because of all the active frames and can cause a wall splat![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
will only beat mid attacks but if they're just guarding you force the 33/33/33 guessing game behind that attack's options![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
intentionally whiff the ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
the frames that come with the
follow up are big allowing you to hit mid rising attacks, and wall splat/slump or ring out to the side
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is harder to use against stationary rising attacks because it is really slow (the opponent really has to delay a lot for it to land), but if the opponent rolls and then attempts an attack and ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
lands on CH, you get really big damage. Against side rollers, you usually get 17+ frames for a free normal hit ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
combo, and against back rollers you get 16+ for normal hit
combos or ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
. Of course the amount of frames you get is entirely based on timing but those numbers are based on my personal experience.
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, it's a beastly move designed for this situation. It sucks when evaded, but that's what mixing in circular attacks is for.
Ring Position(top)
Ring awareness is important for every character in this game. With Jeffry's ability to turn almost anything into a wall combo you really need to hone your sense of spacing from the walls and ring-edges.
Wall Pressure(top)
>How can you cause a wall stagger?
While dependent on proximity to the wall, here is a list of attacks that give you a stagger:
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
on CH, allows for Threat mix up
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
, added benefit of being half-circular, best course of action is to do ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
as it will lead to a wall slump![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
on CH, allows for you to finish the string of ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
for a knock down and 47 damage or start a mix up of a throw or attack
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
beats highs![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
on CH![Tap Down [2] [2]](styles/default/xenforo/clear.png)
on CH
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on CH, allows for Threat mix up
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
beats sabakis
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
has the added benefit of being a tool to beat fuzzy guards
- Threat
on CH ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
- face down
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
, etc. For more damage, but less guaranteed you can do ![Punch [P] [P]](styles/default/xenforo/clear.png)
for decent damage (often higher than finishing the string) and +4 where your ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
will beat all but sabaki attacks. For a quick knock down ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
for 32 damage but you might lose your advantageous position near the wall, or to keep it do ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
> wall hit > ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
for the same damage.
Ideal follow up (but can be struggled out of) is![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
, which leads to a wall splat. As outlined in the combo section above, you should aim for this:
- stagger >
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
> wall splat >
or ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
or ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
or ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or etc.
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
with ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
. It does even more damage.
>What are "wall side stuns," how do induce them, and what do you do when you land one?
If you don't know what this is just read this. You can get this off of several of your pokes, like
, ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
(though sometimes it causes a wall stagger), ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
, etc. The key one here is ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
as it is a low, which makes it a quick poke that beats standing
and can lead to a guaranteed half-life combo.
After it lands you have 23 frames to work with, so here is a list of what you can and/or should do:
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
leads to a good combo but isn't that bad on block if you mess up![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
similar combo to above, but faster, thus easier to land![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
slower option but has a very damaging wall combo conversion![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
will cause a wall slump- Any other attack that's faster than
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
, but stick with ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
/![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
Ring Out(top)
>What combos should I do to maximize my ring out threat?
Check the combo page, combos that allow for you finish with![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
(not common) and ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
(very common) are you options for ringing the opponent out forward.
For combos where those strings don't work, sometimes doing one or two
s into ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
carries very far.
To ring out to the sides you have a few options:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
and ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
towards Jeff's stomach, and ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
toward his back.
>What about ring outs to my back?
This is what![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
and (opponent face down) ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
is designed for. You can increase your ring out range further if you do an immediate ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
/![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
after the throws. Also check out the entry on those techniques on the Move Analysis page, there is a lot beyond guaranteed stuff.
>How can I ring out over half fences?
In combos you have a number of options but is often dependent on the opponent's weight, the attack used, distance from the fence, and the kind of hit that send the opponent sailing toward the wall. If you want a list, just practice in dojo as there are too many variables to keep track of here.
For ring outs going forward and after a big launcher the most consistent ring out tools come in the form of![Punch [P] [P]](styles/default/xenforo/clear.png)
and ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, and after some big launches (like CH ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
) you can even to ![Punch [P] [P]](styles/default/xenforo/clear.png)
> ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
and it not only carries far, but still can push the opponent out very often.
The added bonus of doing those two moves with the intent of getting a forward ring out is that they both float the opponent higher so much so that if the attacks don't cause a ring out it will at least cause a high wall hit which allows for a free![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
into a wall combo. In fact, don't even hesitate inputting the ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
and it leads to an "option select" of either ringing out after the ![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
and it just whiffs, or you get a wall combo.
Big launcher into![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
is a very simple way to ring out towards Jeffry's stomach, and check out the combo section above for the kinds of knock downs certain attacks cause or below in the "Changing your Ring Position" section.
A very sneaky way to get a ring out over half fences in using![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
_
when you're parallel to the edge.
Changing Your Ring Position(top)
Sometimes you're in a bad position and you really want to move to a more advantageous place, what can you do to get there?
- EVADE, everyone can do it, so can you just beware of lag (online), delayed attacks, throws in the direction you're not trying to break, and circular attacks. Against strings you can keep evading, sometimes putting you behind the opponent. You can also combine your evades with...
- OM, everyone can do it and you move a great distance, be careful as attacks can hit you out of if
>Techniques that put the opponent to the side
Jeffry has many tools that change the ring position up to 90 degrees:
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, it's even more potent putting the opponent to your side when done on an airborne opponent (30ish degrees towards Jeff's stomach)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
(about 10 degrees towards Jeff's stomach)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
if done on an airborne opponent or (if you're a dumbass) in a combo you just fucked up (about 5-10 degrees towards Jeff's stomach)
![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
in combos (about 5-10 degrees towards Jeff's stomach)![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
in combos or alones (about 40 degrees towards Jeff's stomach as a stand alone, less if used in a combo)![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(about 45 degrees toward Jeff's stomach)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
in the same situation as ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
(about 5 degrees to Jeff's back)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/Threat ![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
in combos or as an anti-step/anti-sabaki tool (about 90 degrees toward Jeff's back if used to beat step, 5ish degrees in combos)![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(almost 90 degrees toward the opponent's back)![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(30-45 degrees toward the opponent's back)![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
_
(90 degrees to either side, can increase or decrease if the opponent techs and rolls to a side)![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(about 30ish degrees towards the opponent's back)- Side
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(90 degrees towards the opponent's back) - Back
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(90 degrees towards the opponent's stomach) - Wall
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
( 90 degrees toward the opponent's back) - Wall
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(90 degrees toward the opponent's stomach)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
you're in ST, 90 degree shift toward the opponent's back![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
you're in ST, 90 degree shift toward the opponent's stomach![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
you push the opponent forward a bit, they get shifted 10ish degrees toward their back- Side
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
you're at +2, they move 90 degrees to their stomach - Wall
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
you're at +5!, 90 degrees towards the opponent's back
- Wall
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
you're in ST, 90 degrees towards the opponent's back - This also includes any of their throws you might escape
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
:![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does about 170-180 degrees toward Jeff's stomach![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
versus rising attacks can warp you through the opponent
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Guard [G] [G]](styles/default/xenforo/clear.png)
(180)![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(180)![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on a face down opponent (180)![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
on a BT opponent or after a wall hit (180)- Side
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(180) - Side
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
(100-110 degrees toward the opponent's back)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
you're in BT (180)- Wall
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
you're in BT (90) - Includes escaping from your opponent's throws
Block Punishment(top)
Jeffry's punishment game is dependent on proximity to walls or ring edges. Without he's mediocre as he doesn't get a combo until -16 (which is rare anyway), but with terrain in your favor even his lowly![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
can become scary.
This is a list of moves to use at certain advantages. Options at the top of the list are often still possible at heavier disadvantages (like throw punishing a -17 move). This doesn't always apply to every attack, as sometimes you need to factor in push back or if you blocked the opponent's attack on later frames.
___
-10~-11
- Punish with a throw or low throw. Refer to the Jeffry Move Analysis for a break down of what throw you might want to use as all have different strategies after landing or even when escaped.
-12~-13
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
11 damage, +4 on hit, for low recovering attacks
13 damage, +5 on hit, can delay the
to fish for a CH ![Punch [P] [P]](styles/default/xenforo/clear.png)
combo or delay the second hit of ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
to set up a CH knock down possible wall splat with ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
or set up Threat Stance
![Punch [P] [P]](styles/default/xenforo/clear.png)
33 damage, +4 on hit, if playing against an overly aggressive opponent, the final hit of ![Punch [P] [P]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
can CH (for 21 damage and +2)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
, Taka only, does 43 damage, can cause a wall hit and give a free ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
for a total of 57 damage or ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
for 64 damage
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, Taka only, does 47 damage but leaves you at -1 on hit
-14
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
41 damage, sobers 1, use when there is a wall to the back of the opponent where you can set up a ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
or ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
into a combo for up to 90+ damage. Taka only combo, but you can do ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
(buffer the first hit as fast as possible) for 63 damage but remember to delay the second hit in closed stance
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
43 damage, sobers 1, use when your stomach is facing a wall or ring edge so you can ring out or continue with a wall slump combo ( ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
wall ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
does 65 damage and sobers 2), and if it causes a wall hit from a distance ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
combo conversions are possible (moving the damage up to 70s-100ish). In the open it causes a knockdown that makes the opponent's mid wake up kick half-circular so evade to their back. If the opponent doesn't tech the fall from ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
you can do these OTG options:
___![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
for the least amount of damage (53, works reliably in both stances)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
can do 85 damage (more reliable in open stance)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
can do 89 damage (more reliable in open stance)
More is possible so you figure it out.
-15
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
does 38 damage, is -1 on hit, but the biggest utility is in the push back. Against less knowledgeable you can delay the second hit and fish for a CH. Against a more knowledgeable opponent they know you at disadvantage, but if you predict they'll try to
your ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
will go under their jabs, and if the attempt a low and you're a big reader ![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
/![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
. And against all hit levels, doing ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
can be a good answer to their counter attack attempt
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does 23 damage but sets up an uninterruptible Threat Stance mix up, check the Jeffry Move Analysis page![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
21 damage, +4, sobers 1, use for spammy Shuns only and just keep doing ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
until they're sober. Fuck Shun
-16
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
28 damage + combo (54 for everyone, over 70 on some light weights), or versus Taka +4 with no knock down. You can only use this from standing![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
49 damage, sobers 1, decent carry, potential wall splat allowing for 71 damage with ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
, can punish low attacks that recover high
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
47 damage, increased distance for getting a wall hit allowing for a ![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
for 68 damage, can punish low attacks that recover high
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
> combo, can do up to 77 damage use for for light weights, and in closed stance for mid weights, can punish low attacks that recover high
![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
40 damage, +5, puts opponent in ST
![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
23 damage, uninterruptible Threat Stance set up
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
31 damage, knock down, possible wall slump or ring out forward![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
42, knock down on crouching opponent, if no tech after, you can get OTG damage by doing ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
for 70 damage, or stop at ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
for 23 damage but gives a stagger
-17~onward
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
37 damage into 80+ in the following combo
-20~onward
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
37 damage into 80+ in the following combo, use where ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
would normally whiff
-24~onward
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
28 damage into a 99 damage combo, use against stupid moves like Akira's ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
-29~onward
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
43 damage into 100+ damage combo, use against stupidly unsafe moves like Akira's ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
Dealing with general bullshit(top)
>What can you do against strings?
Against high strings (or strings with a bunch of highs after the first hit) your have these tools at your disposal:
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
, the universal gonad jab gives +4 or +7 (CH)
- duck and punish, but requires very good reflexes and extensive knowledge of your match up
- evade > punish, very dependent on the string in question and if it is the last hit or the opponent doesn't finish it
![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
, longer ranged than ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
, but is either disadvantage on high or even on CH, but does almost double the damage![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
does 42 on normal, 47 on recovery, 52 on CH, knocks down, this is designed for this specific purpose, but is super unsafe on block, but just ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
gives +5 or +9 (CH) and it can be used as a super beefy ![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
leads to decent combos or 50/50 ground throw, more reliable in closed stance
>What can you do against reversals/inashi/sabaki attacks?
Mix up your attack levels to keep them guessing, these tools never cover all three hit levels (Only Lei's![Tap Up [8] [8]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
does that, poke with ![Tap Down-Back [1] [1]](styles/default/xenforo/clear.png)
) and other than Aoi's reversals, there isn't much that a ![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
can't just blow up if you have the frame advantage.
Check out the character specific strategies below.
>How do you deal with![Tap Down [2] [2]](styles/default/xenforo/clear.png)
?
First off, do you have the advantage and you're expecting an immediate![Tap Down [2] [2]](styles/default/xenforo/clear.png)
? If you do here's the break down (you can use the tools at the top of the list on everything below):
- +1 do
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
- +2 do
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
- +3 do
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
- +4 do
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
/![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
/![Hold That Shit Down [2_] [2_]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
- +5 do
![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
/![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
- etc. look at the fucking frame page LOL
![Tap Down [2] [2]](styles/default/xenforo/clear.png)
reflexively you have you're gonna need to be more creative as you don't have strong airborne attacks or reversals/sabaki.
![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
can be used for this, but sometimes whiffs![Tap Up-Forward [9] [9]](styles/default/xenforo/clear.png)
can work, but needs to be done with a lot of foresight because if done too late, the opponent can
after recovery before this lands in most cases![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Back [4] [4]](styles/default/xenforo/clear.png)
![Tap Down-Forward [3] [3]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
can often work due to the hitbox![Tap Back [4] [4]](styles/default/xenforo/clear.png)
low throw is your most damaging option but requires the perfect spacing
Other(top)
Threat Stance(top)
Have you read the Move Analysis page yet?
No need for a break down of the moves, just click the text above. But in terms of using Threat stance, it's entirely optional, and will most likely be featured in![Kick [K] [K]](styles/default/xenforo/clear.png)
and wall combos. If you are inclined to use it by itself, just remember that you need to commit to an attack immediately as an delay will allow for the opponent to
/![Tap Down [2] [2]](styles/default/xenforo/clear.png)
anything you attempts, even after you force them to block the Threat Slap. And if you delay, you can lose you ability to do any attack at all as Jeffry will just be standing there beating his chest like an idiot.
Back Turned(top)
No, seriously, read the Move Analysis page. BT is mostly trash, though you might be able to beat out some attacks with![Tap Down [2] [2]](styles/default/xenforo/clear.png)
or use BT as a means of doing wall ![Tap Forward [6] [6]](styles/default/xenforo/clear.png)
![Punch [P] [P]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
![Kick [K] [K]](styles/default/xenforo/clear.png)
![Plus [+] [+]](styles/default/xenforo/clear.png)
.
Misc. Techniques(top)
While not unique to Jeffry, his Kick Cancel has quite a bit of depth compared to some characters' (as they always advance forward). Kick cancel can make you invincible to normal throws, is great to mix up your attack tempo, and makes for a great taunt. It doesn't work against opponents who are on auto-pilot and![Tap Down [2] [2]](styles/default/xenforo/clear.png)
all day, so used ![Kick [K] [K]](styles/default/xenforo/clear.png)
when you've conditioned your opponent.
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© Jason Axelrod from 8WAYRUN.COM