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- JEFFREY MCWILD GUIDE FOR VF3
-
- V0.1 by Michael Tham (mike_tham@hotmail.com)
-
- UPDATES:
-
- V0.1 9/6/98 First release
-
-
- Surprisingly, there is a lack of FAQS on the net for such an excellent game such
- as VF3. The game may be old but its still an incredible game with so much to
- learn about. I'm not very good in VF3 and lack exposure to human opponents,
- especially since every else in Melbourne only plays KOF and MvC. However, I hope
- this guide will be of some help to you and maybe inspire someone who has lots of
- experience in VF to write an FAQ or two after seeing my amateurish effort. I
- would very much appreciate feedback and constructive criticism.
-
-
- BIODATA OF JEFFREY MCWILD
-
- Birthday : 20th February 1957 (41 years)
- Sex : Male
- Blood Type : A
- Height : 1.83 m (6')
- Weight : 111kg
- Profession : Fisherman
- Hobby : Reggae music
- Nationality : Australian
- Fighting style : Pancratium
-
- VF1 Storyline
-
- A fisherman on the Australian coast, he lived in the salty tang of the
- tides and the hot sun. The most skillful fisherman of his village, he
- has an engaging personality.
-
- He was bested by only one opponent - the giant, eight-meter long, man-
- eating Satan Shark. They fought several battles, and finally met in
- their ultimate match. Jeffry was routed and his boat wrecked, but he
- somehow managed to recover as he hovered on the verge of death. He
- entered the World Fighting Tournament with a vow to build a new boat
- and do battle with the shark again.
-
- VF2 Storyline
-
- A fisherman who mastered Pancratium on his own. He is participating
- again in the Tournament to earn him the prize money to rebuild his
- boat.
-
- VF3 Storyline
-
- If you can't guess the horribly original story, you better go sit for
- an IQ test. Can someone send me the official story?
-
-
- WHY JEFFREY?
-
- Since VF2, Jeffrey has been one of my favourite characters. I used
- Jacky in VF1 but he was a bit too bland. Then I started to use slower
- characters like Jeffrey and Zangief and found them to not only be
- challenging and rewarding. In VF1, Jeffrey was one of the weaker
- characters and they upgraded him to the middle of the pack in 2. In 3,
- Jeffrey has returned as an underdog character. The improvement and
- changes to Jeffrey are less than the other characters.
-
- As with all big characters, Jeffrey is slow but he is powerful. He
- doesn't have moves that you can use over and over again. Neither does
- he have a tactic that he can rely well on. IMHO, Jeffrey is a thinking
- man's character, along with Taka. You must play with your opponent with
- his punches and elbows, looking for an opportunity to throw. Now that's
- mariner power!
-
-
- PROS
- 1) High damage moves
- 2) High damage throws
- 3) Able to low throw
- 4) Range
-
- CONS
- 1) Lack of combos
- 2) No catch throw (he really needs one)
- 3) Slow speed and bad recovery on a lot of moves
-
- Outfit 1: Gray pants, black belt, sandals, orange bracers, no shirt
- Outfit 2: Blue sleeveless shirt, fishing pants and fireman boots.
-
- JEFFRY'S MOVELIST (Taken from Stephen Hamilton's excellent VF3 FAQ)
-
- Terminology
-
- P = Punch Button
- K = Kick Button
- G = Guard Button
- E = Evade Button
- u = tap up
- U = hold up
- d = tap down
- D = hold down
- f = tap forward (towards opponent)
- b = tap backwards (away from opponent)
- df = tap diagonal down forward
- DF = hold diagonal down forward
- db = tap diagonal down back
- + = tap together
- , = tap after
-
- H = high attack. Can be blocked standing or crouching. Can be crouched
- under.
- M = medium attack. Opponent must block it standing up. Will hit
- Crouching opponent whether blocking or not.
- L = low attack. Opponent must block the attack while crouching.
-
- Example of frame rates = A-B-C
- There are 60 frames in every second.
-
- A = amount of frames needed for the move to execute.
- B = amount of frames that the move can hit the opponent.
- C = amount of frames that the move needs to recover.
-
- low punch
- d+P 11 16-1-14
- L Rvs:L-P
-
- low punch
- D+P 9 10-1-14
- L Rvs:L-P
-
- low kick
- db+K 17 16-2-27
- L Rvs:L-K
-
- low heel slide
- d+K+G 21 16-1-29
- L Rvs:L-K
-
- ankle kick
- df+K+G 20 16-1-29
- L Rvs:L-K
-
- uppercut
- df+P 20[19] 14[18]-2-
- 25[27]
- M Rvs:H-P
-
- double upper
- df+PP 20[19]+15 = 35[34] 17-3-31
- MM Rvs:H-P
-
- triple upper
- df+PPP 20[19]+15+20 = 55[54] 17-2-36
- MMM Rvs:H-P
-
- kenka upper
- df,df+P 32 17-2-32
- M Rvs:H-P
-
- lifting upper
- DF+P 22 14-2-23
- M Rvs:H-P
-
- elbow
- f+P 19 12-2-26
- M Rvs:M-P
-
- elbow-hammer
- f+Pb+P 19+30 = 49 28-4-29
- MM Rvs:--
-
- dashing elbow
- f,f+P 19 16-2-21
- M Rvs:M-P
-
- dashing elbow-upper
- f,f+PP 19+19 = 38 12-2-27
- MM Rvs:H-P
-
- drop elbow
- b+P 20 15-4-35
- M Rvs:M-P
-
- two fisted hammer
- b,df+P 20 18-3-45
- M Rvs:--
-
- two fisted hammer-two fisted upper
- b,df+PP 30 17-3-33
- M Rvs:--
-
- hell dunk hammer
- d+P+K 21 14-2-23
- M Rvs:H-P Notes: crouch
-
- dodging hell stab
- f+P+K 35 21-1-30
- M Rvs:H-P
-
- stomach crush
- b,df+P+K 20 19-2-40
- M Rvs:--
-
- stomach crush and lift up throw
- b,df+P+Kd+P+G 20+30 = 50 10-73-1
- MT Rvs:--
-
- head butt
- b,f+P+K 35 27-3-24
- M Rvs:--
-
- toe kick
- d+K 24 18-2-25
- M Rvs:--
-
- toe kick of doom (TKoD)
- d+Kd>f+P+G 24+100{110} = 124{134} 20-229{252}-1
- MT Rvs:--
-
- toe kick-hammer
- d+KP 24+19 = 43 24-4-33
- MM Rvs:--
-
- front kick
- df+K 28 16-2-37
- M Rvs:M-K
-
- knee
- f+K 32 15-2-30
- M Rvs:Knee
-
- big boot
- f,f+K 40 26-3-26
- M Rvs:M-K
-
- shot knee
- b+K 22 12-1-30
- M Rvs:Knee
-
- shot knee-hook
- b+KP 22+15 = 37 20-2-33
- MH Rvs:H-P
-
- axe kick
- b,f+K 36 21-2-30(44)
- M Rvs:H-K
-
- dodging side kick
- df+K+E 33 16-2-37
- M Rvs:M-K
-
- punch
- P 14 12-2-13
- H Rvs:H-P
-
- punch-kick
- PK 14+20 = 34 12-2-25
- HH Rvs:H-K
-
- double punch
- PP 14+14 = 28 9-1-19
- HH Rvs:H-P
-
- double punch-hook
- PPb+P 14+14+35 = 63 21-3-35
- HHH Rvs:H-P
-
- double punch-upper
- PPP 14+14+19 = 47 18-2-27
- HHM Rvs:H-P
-
- tornado hammer
- f,b+P 25 17-3-37
- H Rvs:H-P Notes: -2DP
-
- punch
- F+P 14 12-2-13
- H Rvs:H-P
-
- kenka hook
- b,f+P 35 21-3-35
- H Rvs:H-P Notes: -2DP
-
- punch
- B+P 14 12-2-13
- H Rvs:H-P
-
- hell stab
- P+E 20 14-1-22
- H Rvs:H-P
-
- double hell stab
- P+EP+E 20+10 = 30 8-1-22
- HH Rvs:H-P
-
- machine gun hell stab
- P+EP+EP+E 20+10+15 = 45 24-2-30
- HHH Rvs:H-P
-
- kick
- K 30 16-2-23
- H Rvs:H-K
-
- kick-toe kick
- KK 30+15 = 45 23-1-33
- HM Rvs:H-K
-
- kick-toe kick-hammer
- KKP 30+15+20 = 65 24-4-33
- HMM Rvs:--
-
- kick
- F+K 30 16-2-23
- H Rvs:H-K
-
- dodging kick
- K+E 30 16-2-23
- H Rvs:H-K
-
- butt bomb pounce
- d,U+P 40 31-4-65(76)
- G Rvs:-- Notes: ground(miss)
-
- crab pounce
- u+P 30 25-6-79(60)
- G Rvs:--
-
- ground stomp
- df+K 15 26-2-42
- G Rvs:--
-
-
-
-
- TT two fisted hammer
- d+P 30 15-5-24
- M Rvs:--
-
- TT heel slide
- d+K 30 18-5-42(53)
- M Rvs:M-K
-
- TT punch
- P 12 11-1-21
- H Rvs:H-P
-
- TT punch
- D+P 12 14-2-25
- H Rvs:--
-
- TT kick
- K 36 14-3-26
- H Rvs:H-K
-
-
-
-
- fireman's carry
- P+G 60{70} 20-157{169}-1
- T Rvs:-- Notes: ground
-
- pick up and slam
- d+P+G 50 10-120{134}-1
- T Rvs:--
-
- box throw
- db+P+G 0 10-55-1
- T Rvs:--
-
- machine gun hammer
- db,f+P+G 20+10+10+20 = 60 10-130-1
- T Rvs:--
-
- crucifix pile driver (XPD)
- df,df+P+G 80{90} 20-229{252}-1
- T Rvs:--
-
- power slam
- f+P+G 50 20-139-1
- T Rvs:--
-
- military press
- b+P+G 75 10{20}-257{247}-1
- T Rvs:--
-
- tackle and grind
- b,df+P+G 30+25 = 55 21-107-1
- T Rvs:--
-
- front back breaker
- b,f,f+P+G 70{80} 20-140{151}-1
- T Rvs:--
-
- iron claw
- d+P+K+G 50 20-179{177}-1
- T-L Rvs:--
-
- machine gun knee lift
- d,f+P+K+G 30+20+10+20 = 80 20-111-1
- T-L Rvs:--
-
- powerbomb
- df+P+K+G 70 20-139-1
- T-L Rvs:--
-
- backbreaker
- P+G 80{100} 20-180{195}-1
- T-B Rvs:--
-
- backbreaker
- P+K+G 80{100} 20-180{195}-1
- T-B-L Rvs:--
-
- cocunut crush
- P+G 20+30 = 50 15-116-1
- T-S Rvs:--
-
- arm extension
- b,f|f,b+P+G 60 10-144-1
- T-S Rvs:--
-
- headlock hammer
- P+K+G 70 10-105-1
- T-S-L Rvs:--
-
- fireman's carry into the wall
- P+G 60 138-92-1
- T-W Rvs:--
-
- fireman's carry off the wall
- P+G 60 159-41-1
- T-W Rvs:--
-
- wall grind and knee
- db+P+G 20+4+4+4+4+4+20 = 60 38-162-1
- T-W Rvs:--
-
- triple shoulder ram
- b,df+P+G 20+15+15 = 50 23-143-1
- T-W Rvs:--
-
- over the head pick up ground throw
- d+P+G 0 1-120-1(80)
- T-G Rvs:--
-
- over the legs pick up ground throw
- d+P+G 0 1-109-1(80)
- T-G Rvs:--
-
-
-
-
- head butt
- b,f+P+G 20 20-7-61
- T Rvs:--
-
- head butt-knee smash
- b,f+P+Gb+P+G 20+20+20 = 60 10-91-1
- T-Combo Rvs:--
-
- double head butt
- b,f+P+Gf+P+G 20+16 = 36 20-14-65
- T-Combo Rvs:--
-
- double head butt-knee smash
- b,f+P+Gf+P+Gb+P+G 20+16+20+20 = 76 10-93-1
- T-Combo Rvs:--
-
- triple head butt
- b,f+P+Gf+P+Gf+P+G 20+16+32 = 68 20-50-1
- T-Combo Rvs:--
-
-
-
-
- flying butt attack
- running+K+G 30 26-7-25
- M Rvs:-- Notes: ground
-
- flying superman splash
- running+P+K 20~40 18-11-80
- H~M Rvs:--
-
-
-
- MOVE ANALYSIS
-
- STRIKES
-
- Jeffrey uses Pancratium, which focuses a lot on using the arms. Jeffrey's array
- of punches, elbows and uppercuts should be your main choice of weapons with some
- kicks thrown in. However, Jeffrey doesn't have the punching speed or power of
- Lau so you can't barrage your opponent with blows.
-
- Punch (P)
- Jeffrey does a straight punch
-
- Unlike other fighting games, a simple straight punch is very important and
- useful. It is fast, recovers quick and only requires a simple tap. The only
- drawback is that the opponent can duck under it. However, you can follow up with
- other attacks. For example another kick or a second punch. The punch is useful
- for stopping attacks and making the opponent think twice before attacking. The
- 2nd use for the punch is to pressure the opponent. Just like in boxing, you can
- use punches to trick your opponent into attacking or test his defences. Thirdly,
- you can use the punch to set up a throw. In VF1, you could throw immediately
- after your punch connected but they took it out in 2 and 3. The punch is always
- the beginning of an attack so when the opponent sees one coming, the usually
- block high or low. As the punch recovers fast, (6 frames) you can go for a high
- throw or any of Jeffrey's arsenal of low throws.
-
- Low punch (d+P/D+P)
- Jeffrey crouches and delivers a punch to the opponent's legs.
-
- The use of this move is basically to pester your opponent and to stop his
- attacks or to initiate a close attack. The beauty of this attack if done close
- is that the only thing the opponent can do is to crouch block are do a low
- reversal. What you can then do is to go low a low throw or middle attack like an
- uppercut or elbow.
-
- High kick (K)
- Jeffrey does a high kick.
-
- Low kick (db+K/D+K)
- Jeffrey crouches and kicks the opponent's legs
-
- Be careful not to accidentally tap down as it will execute Jeffrey's toe kick.
- Its long range, hits low and is good for harassing opponents. Jeffrey cannot
- follow up with any attack as it recovers rather slow so make sure it hits.
-
- Low hell slide (d+K+G)
- Jeffrey crouches and in a sliding manner, kicks his opponent's foot.
-
- The move comes out slow and recovers slow as well. The crouch can avoid high
- attacks but it leaves you susceptible to attacks. This move well trip your
- opponent as a minor or major counter. So, if your opponent is coming in
- aggressively, a good trip well make him a more cautious opponent. Use this
- opportunity for a throw!
-
- Ankle kick (df+K+G)
- While standing, Jeffrey does a short range low kick to the opponent's legs.
-
- Mix this with Jeffrey's punches. As Jeffrey is standing while doing the move, it
- is very useful in surprising the enemy. Once again, this move has a rather slow
- recovery so make sure your opponent is standing when doing the move. Don't
- overuse it. Use it when trying to peck at your opponent's last bit of energy or
- when playing a cautious battle. Never use the ankle kick in a heated battle as
- you can be easily knocked out of it. The ankle kick can also be used against
- downed opponents who are rolling toward you. It will kick them out of their
- roll.
-
- Uppercut (df+P)
- Jeffrey does an upward punch
-
- The uppercut forces crouches to stand up.
-
- Double Upper (df+P, P)
- Jeffrey does two consecutive uppercuts.
-
- Triple Upper (df+P, P, P)
- Jeffrey does two consecutive uppercuts, pauses, crouches a bit and unleashes a
- bigger uppercut.
-
- Kenka Upper (df, df +P)
- Jeffrey crouches a bit and unleashes a big uppercut.
-
- I don't see much potential in this move. There is a start up lag, it doesn't
- knock the opponent really high and doesn't do high damage. So why bother with
- it? STYLE!
-
- Lifting Upper (DF+P)
- Jeffrey crouches and stands up with an uppercut.
-
- One way to use this move is to repeatedly crouch punch your opponent so that he
- has to crouch block. And then, let him have it!
-
- Elbow (f+P)
- Jeffrey takes a small step forward and smashes his elbow into the opponent's
- face.
-
- One of the most basic and useful moves in VF. The primary use of the elbow for
- Jeffrey is to hit crouching defenders. It is faster and safer than a sidekick.
- Also, it allows you to follow up your attack with anything you want.
-
- Elbow hammer (f+P, b+P)
- After an elbow, Jeffrey slams both his hands in a ball down on his opponent.
-
- The hammer will not combo and a blocked hammer leaves you wide open. Also the
- hammer has quite a long start-up so if you're opponent is quick, you're in
- serious trouble.
-
- Dashing elbow (f, f+P)
- Jeffrey dashes forward and unleashes an elbow.
-
- You might as well do the whole move. However after 'conditioning' your opponent
- to expect a second upper, you should dash in for a quick throw.
-
- Dashing elbow-upper (f, f+P,P)
- Jeffrey dashes forward and unleashes and elbow followed by an uppercut.
-
- One of Jeffrey's few uncounterable attacks, you should use this to harass and
- get near your opponent.
-
- Drop elbow (b+P)
- Jeffrey raises his arm and smashes his elbow down on the opponent.
-
- Two-fisted hammer (b, df+P)
- Jeff brings his fists together and swings them downward
-
- If you connect with is move, immediately press punch. If blocked you are quite
- safe as your opponent will be hesitant to attack you because you can follow up
- with a two fisted upper. Use this move as a long range attack occasionally but
- don't abuse it.
-
- Two fisted hammer-two fisted upper (b, df+P, P)
- Jeff then swings his fists up.
-
- IMHO, one of Jeffrey's most useful moves. It comes out quick, combos, does good
- damage and guarantees a short pounce afterwards. However, if the opponent blocks
- the 2nd hit, you are left open for attack. If the opponent blocks the 1st hit,
- you have several options. Firstly, you can stop the attack and switch to a
- throw, dodge or another quick recovery attack. The 2nd option is to delay the
- fist upper. Wait for a while. Hopefully, your opponent will be prompted to
- attack. Immediately press punch and send him flying. However you can only wait
- for a short while. Which option you take should depend on your opponents playing
- style. If he is overly offensive and always poking ; stall and attack. If he is
- defensive ; its best to throw him. After connecting with this move, do a light
- pounce.
-
- Hell dunk hammer (d+P+K)
- Jeff brings his hand down in a hook like motion and forces his opponent into a
- crouching position.
-
- Unfortunately, you cannot initiate a low throw after this move. After getting
- hit, your opponent will stagger to get up and this will be your opportunity to
- apply pressure.
-
- Dodging hell stab (f+P+K)
- Jeff crouches side and thrusts his open palm to the opponents body.
-
- Stomach crush (b,df+P+K)
- Jeff crouches low and dashes head first into the opponents stomach.
-
- See below.
-
- Stomach crush and lift up throw (b, df+P+K)
- Then Jeffrey places the opponent on his back and uses his back as a sort of
- catapult to throw his opponent to his back.
-
- This move doesn't do much damage and if blocked, you are dead. It takes 40
- frames for you to recover from your stomach crush. That's more than adequate
- time for a nice counter. Of course the lift up throw won't connect if stomach
- crush is blocked. The redeeming quality of this move is that it has a longer
- range and does decent damage.
-
- Headbutt (b, f+P+K)
- Jeff takes a step forward and smashes his head against the opponent's.
-
- Toe kick (d+K)
- Jeff does a front kick.
-
- Sets up for either TKoD or the hammer. The move comes out slow so use it
- primarily as a counter or if your opponent is very lazy.
-
- Toe kick of doom (d+K, f+P+G)
- After a kick, Jeff dashes forward, hoists his opponent above his head and slams
- him down.
-
- The most devastating move in Jeffrey's arsenal, taking half of your opponent's
- energy. The throw can be avoided by ducking immediately. If the toe kick is
- blocked, the throw will not come out.
-
- Toe kick-hammer (d+K, P)
- After a kick, Jeff brings his two fists down.
-
- Use this to punish those you slip out of your TkoD.
-
- Front kick (df+K)
- Jeff kick forward towards the torso region.
-
- One of his best long range moves. Use it primarily to punish long range
- mistakes. A blocked front kick in close range leaves you dead open. The
- execution as usual is slow so any simple attack can snuff it.
-
- Knee (f+K)
- Jeff leaps forward, bring his knee up.
-
- Jeffrey's best way to start of combos. The only attack that can counter this
- attack is a punch and there is a very short lag before your opponent can throw
- you. This move has a lot of priority which means that it has a better chance of
- defeating other attacks and doing a major counter.
-
- Big boot (f, f+K)
- Jeffrey stretches his leg forward, using his body weight to smash his sole
- against his opponent.
-
- This is Jeffrey's longest ranged move. However it has a horrible start up and a
- simple punch will knock you out of it. What most people don't realize is that it
- has good recovery (26 frames) and will wait for the move to finish before
- punishing you. What you can do is to throw them immediately after the move ends.
- The big boot is good for hitting opponents who are far away and rushing. I had
- this incident when playing the CPU. I knocked the CPU down (I don't remember
- which character) and while he was rolling to the side, I executed the Big Boot.
- The Big Boot tracked his roll and kicked him out of it! I think he may have been
- attempting a rising attack.
-
- Shot knee (b+K)
- Brings his knee up.
-
- One of Jeffrey's more useful new moves. It has faster execution than the knee
- and is good for counters. However the recovery is the same as the knee so the
- only sure counter from a block shot knee is a punch. Of course if you feel that
- your opponent is going to counter after a blocked shot knee, go for the ...
-
- Shot knee-hook (b+K, P)
- After hitting with a knee, Jeff sends the opponent reeling with a wide hook to
- the face.
-
- Don't bother with this one unless the shot knee hits or you expect your opponent
- to counter immediately after blocking your shot-knee.
-
- Axe kick (b, f+K)
- Jeff brings his leg up and slams it down. One of the best ways to deal with a
- pesky crouching defender who is too far to low throw. As with a lot of Jeffrey's
- moves, it has horrendous recovery so make sure that it connects.
-
- Dodging side-kick (df+E+K)
- Jeff dodges and does a sidekick (duuhh)
-
- Doesn't dodge that much. Probably can only dodge short ranged moves like a
- punch.
-
- Punch kick (P, K)
- Jeff does a punch followed by a high kick.
-
- The basic combo of VF. It doesn't knock down anymore and only staggers the
- opponent. If your punch hits, immediately do the move. A successful PK allow you
- to put more pressure on your opponent. You can dash forward and harass them even
- more with punches and uppercuts or dash and throw.
-
- Double punch (P,P)
- Jeff moves forward with two consecutive punches.
-
- One of the few uncounterable attacks. This should be one of your main weapons in
- getting close to your opponent and force him to guard. Do not get too
- predictable with this move against Akira, Aoi and Kage or else you will get
- reversed.
-
- Double punch-hook (P, P, b+P)
- After two punches, Jeff swings a hook to the head.
-
- This move is practically useless. Don't bother with this one. Perhaps only after
- a MC knee.
-
- Double punch-upper (P, P, P)
- After two punches, Jeff finishes with an uppercut.
-
- My favourite way to juggle after a MC knee. The uppercut comes out rather slow
- so I recommend sticking to just two punches. Of course, you can delay the
- uppercut a while and if you feel your opponent is going to retaliate...
-
- Tornado hammer (f, b+P)
- Jeff does a hook with such force that the opponent turns and exposes his back to
- Jeffrey.
-
- Unfortunately, it is hard to get back breaker as the opponent has time to move.
- The best way to handle this is to wait and see what your opponent does.
-
- Kenka hook (b, f+P)
- Jeff does a hook that knocks down the opponent.
-
- Hell stab (P+E)
- Jeff trusts his hand to the opponent's face.
-
- Double hell stab (P+E, P+E)
- Jeff thrusts his hand to the opponent's face twice.
-
- Machine gun hell stab (P+E, P+E, P+E)
- Jeff does three stabs to the opponent's face.
-
- Kick-toe kick (K,K)
- Jeff does a high kick that floats the opponent followed by a toe kick.
-
- Kick-toe kick-hammer (K, K, P)
- After two kicks, Jeff brings his fists down on the opponent.
-
- I believe a light pounce is guaranteed after this move.
-
- Dodging kick (K+E)
- Jeff dodges and kicks.
-
- Butt bomb pounce (d, U+P)
- Jeff leaps high into the air in slams onto the opponent butt first.
-
- Crab pounce (u+P)
- Jeff leaps into the air and lands his whole outstretched body on the opponent.
-
- All Jeffrey players know the weakness of this pounce very well. If you miss,
- Jeffrey will take his sweet time in getting up and will be very exposed to any
- attack that the opponent wants to do. If you are unsure whether it will hit,
- better go for the ground stomp.
-
- Ground stomp (df+K)
- Jeff raises his leg and stamps hard on the lying opponent. Muhahaha!
-
- Jeffrey's only ground attack. Use on moves that allow the opponent to recover
- quickly.
-
- THROWS
-
- Ahhh, throws. Perhaps Jeffrey's most feared repertoire. Here you can find all
- sorts of throws ranging from deadly to your basic throw. The one throw that
- Jeffrey doesn't have and needs is a catch throw. Its funny how a non throwing-
- orientated characters like Sarah gets her own catch throw and Jeffrey does not.
- Ahh, enough with my rambling. There are two types of throws, high throws and low
- throws. High throws can only be done on a standing opponent and low throws on a
- crouching opponent. Jeffrey also has a ground throw that can only be done on
- opponents on the floor though I don't really consider it a throw.
-
- How do you identity which throws are which? Simple. All high throws end with P+G
- and all low throws end with P+K+G. Isn't AM2 smart? The next thing to talk about
- is throw range. Unfortunately, Jeffrey doesn't have Zangief's SPD range so you
- have to be right next to your opponent to throw. Throwing is harder in the open
- stance because you are further. (Consult the VF3 beginner's guide for more
- clarification) However, some throws have commands that move you closer to your
- victim, I mean opponent. For example, the motion for the frontal back breaker is
- b, f, f+P+G. The f, f part is a short dash.
-
- Dashing is your best friend in throwing. Jeffrey may not be the best dasher in
- VF3 but he sure needs it. The problem with dashing is that Jeff cannot stop in
- mid-dash, (Neither can anyone for that matter) so its not a good idea to dash
- and throw if you are like quite close to your opponent but not enough to throw.
- Instead, use the throws that allow you to move forward a bit. However, if you
- have some space between you and your opponent and he's guarding there in fear,
- by all means dash and throw. This is pretty effective since Jeffrey's dashing
- elbow starts with a dash. (Duh) Unlike VF1&2, you will get a miss animation if
- you input a throw so you better make sure you don't miss or else your opponent
- will have ample time to punish you.
-
- Low throws are what sets Jeffrey apart from most of the group. Actually, low
- throwing is the mark of a proficient Jeffrey user. (Unfortunately I have yet to
- reach that stage) My brother could use Wolf's low throw pretty well so I'll
- probably ask for his input after he finishes his public exams. Best place to use
- low throws is after blocking a low attack ; sweep, punch, anything low. What you
- can also do is to let a low attack miss, dash in and low throw. You can even do
- this to someone who is harassing you with low punches.
-
-
- Fireman's carry (P+G)
- Jeff hoists his opponent over his shoulder and falls back, slamming them on the
- ground.
-
- Pick up and slam (d+P+G)
- Jeff grabs the opponent around the thighs, lifts them up above him and slams
- them onto the ground.
-
- Box throw (db+P+G)
- Jeff grabs his opponent's arms and pulls them forward, leaving their backs
- exposed.
-
- Machine gun hammer (db, f+P+G)
- Jeff grabs the opponent's head and punches his face twice. He pulls back his
- fist, looks at it and does a final punch on the helpless opponent.
-
- Crucifix pile driver (df, df+P+G)
- Jeff hoists his opponent above his head and slams them down onto the ground.
-
- Jeffrey's most powerful throw (80 points) along with the back breaker. The
- motions of the throw allow Jeffrey to crouch dash a bit forward. If the throw is
- broken out of, Jeff and his opponent end up with their backs to each other.
-
- Power slam (f+P+G)
- Jeff grabs his opponent, turns around and with his body weight (111kg)
- sandwiches them onto the ground.
-
- Military press (b+P+G)
- Jeff lifts his opponent high up and throws him to his side.
-
- Tackle and grind (b, df+P+G)
- Jeffrey rushes head first into his opponent's stomach, knock them over and onto
- the ground.
-
- There is no way to attack the opponent on the ground so use it primarily for
- variety.
-
- Frontal break breaker (b, f, f+P+G)
- Jeff grabs his opponent, gets on one knee, lifts and turns them and slam their
- back on his knee!
-
- Iron claw (d+P+K+G)
- Jeffrey lifts the crouching opponent by the nose, lifts up the struggling guy
- and slams him down.
-
- Machine gun knee lift (d, f+P+K+G)
- Jeff grabs the crouching opponent's face and proceeds to slam his knee into the
- face a couple of times.
-
- Powerbomb (df+P+K+G)
-
- Jeffrey grabs the crouching opponent and slams him down.
-
- Backbreaker (P+G)
- Jeff grabs his opponent from behind, lifts them up and slams their backs onto
- his knee!
-
- Coconut crush (P+G)
- Jeffrey grabs his opponent from the side and slams the opponent's face into his
- knee.
-
- Head butt (b, f+P+G)
- Jeff head butts his opponent.
-
- Head butt knee smash (b, f+P+G, b+P+G)
- After a head butt, Jeff smashes a knee into his opponent.
-
- Don't bother with this one. You might was well go all the way. The only reason I
- can't think of for doing this is when your opponent is nearly dead. But still,
- wouldn't be better to see something more painful on replay?
-
- Double head butt (b, f+P+G, f+P+G)
- Jeff does two head butts
-
- Double head butt-knee smash (b, f+P+G, f+P+G, b+P+G)
- After two head butts, Jeffrey smashes a knee into his opponent.
-
- This is the most powerful of the 4 head butt variations.
-
- Triple head butt (b, f+P+K, f+P+K, f+P+K)
- Jeff does 3 head butts
-
- This does less damage than the one ending with the knee but is much easier to
- do.
-
- GENERAL STRATEGIES (Still very preliminary)
-
- Because I lack exposure to human opponents, many of my strategies are from
- playing VF1&2 as well as Fighters Megamix.
-
- One thing gamers will immediately notice about Jeffrey is his long recovery for
- most of his moves. This means that Jeffrey cannot rely on one safe form of
- attack like Akira's dashing elbow or Shun's chowan upper. Does this mean that
- you shouldn't attack at all with Jeffrey?
-
- No. This means that you must think and use variety (which unfortunately he still
- doesn't have much of). Use his dashing punches and uppercuts to pressure your
- opponent. Throw in a low attack once in a while. If they crouch, keep them up
- with an uppercut or elbow. Many players will wait for Jeffrey to make a mistake
- and capitalise it. What you must do is to force them to make the mistake first.
- If you are playing someone who just waits to counter a slow recovering move,
- throw!
-
- To play Jeffrey well, one should apply Pavlov's rules of classical conditioning.
- In a nutshell, it means making the opponent expect a certain move after a
- certain move. For example, after two rushing punches you do a crouching kick.
- After a couple of times or after one attack (depending on the opponent, your
- opponent will crouch block or dodge in anticipation of a crouching kick. You can
- low throw if he crouches or hit him out of his dodge. This technique strategy
- applies to everyone but more so to a slow character like Jeffrey.
-
- So what it means is to vary your technique of attack. One minute you may be
- aggressive and the next you back away. Your opponent seeing your retreat will be
- prompted to attack. Immediately throw in a punishing move like a knee for a
- major counter and a big combo!
-
-
- USING THE 'E' BUTTON
-
- We all know that Jeffrey is slow. He's even faster than Wolf who has quick-
- hitting attacks. The only character slower than Jeffrey is Taka. That means that
- Jeffrey doesn't have the foot speed nor the swiftness to deal with attacks. Does
- that mean that he's a sitting duck against attacks.
-
- Using the guard button is very much necessary for Jeffrey unlike some characters
- like Lau who hardly even touch it. However, because of the complex nature of VF,
- your opponent has a quick way to get you whichever way you block. IMO, AM2
- wanted Jeffrey users to use evade button more ; they even gave him a low side
- throw! Its not like the other characters can't evade but evading is a vital part
- of playing and effective Jeffrey.
-
- I have still to learn more about evading. See the 'final word' section.
-
-
- WINNING POSES
-
- Jeffrey posses three times, making grunts.
- Jeffrey flexes his muscles and proclaims : That's mariner power!
- Jeffrey shows his muscles and says : I win!
-
- JEFFREY'S STAGE DESCRIPTION FROM Dodee's VF3 FAQ
-
- South Sea Island Stage:
-
- This has to be the best stage of all in VF3. There are so many things
- moving around you it feels like the whole stage is alive. In general, you're on
- a tiny sand bar just a few meters or so away from a small island or peninsular.
- There are a few clouds in the sky but the sun is shining brightly and it's light
- sparkles on the sea surface with gently undulating waves. Because the sand bar
- is NOT flat but curved in an egg-like hemispherical curve s the sea's current
- washes up/down against the tiny sand bar the sea level rises/lowers and the
- playing area slowly gets smaller/larger with the current. The ripple of the
- water rolling across the sand is perfect and as the water subsides it leaves
- a little ring of lightly darker wet sand. But in the hot sun this quickly dries
- so it gradually fades back to a light yellow again until the water comes back.
- Around the fighting area are a number of seagulls, sometimes a few, sometimes a
- lot. They usually swoop and soar in the sky but occasionally dive into the water
- to catch fish. The motion of the birds is very accurate with their wings folding
- back as they dive but with the birds flapping like mad to get airborne again.
- Those lazing around hover in the air, their wings stretched out wide to catch
- the hot air current. And they're not only in the distance they fly towards and
- away from the camera a little as well. But it's not just a pretty picture, your
- characters can interact with scenery. As you walk a little bit of sand is kicked
- up and falling on the floor send sand scattering as well. Also your fighting
- area is not limited to the dry sand area you can go splashing into the water and
- if you are knocked over you send water flying. If you stand on edge not moving
- the sea comes in around your feet with a little ripple effect. The stage as a
- ring out where the water level suddenly becomes very deep. The character that
- rings out makes a funny drowning sound and then lies still in the clear blue
- waters. Someone should give the VF characters swimming lessons.
-
-
- JEFFREY VF4 WISH LIST..
-
- 1) one or two catch throws
- 2) a low knockdown attack
- 3) more uncounterable moves
- 4) focus more on hand attacks. After all, isn't that what Pancratium's about?
- 5) more brutal looking throws
- 6) some minor 'super armour' like Taka's. Maybe faster recovery from jabs?
- 7) some sort of hold or reversal
- 8) much more '3D' gameplay
- 9) a new ground attack. Perhaps Jeff could grab the opponent's head and slam it
- onto the ground!
-
-
- FINAL WORD
-
- I'm currently studying in Melbourne, Australia. So far to my knowledge, there is
- only one VF3 machine here. :( It is in Fun and Games on Bourke Street and it
- costs AUD$1 a continue. There used to be two others that cost AUD$1 for two
- continues but they were taken away after lack of interest among Melbournians.
- *Sigh* I started writing this guide after a VF3 machine which cost AUD$1 for two
- continues surfaced. However, the machine was taken away after a few days. I
- cannot express my regret that of not spending more time on it before it was
- gone. Shelling out $1 for a continue is not my idea of a good way to spend money
- especially with the Asian currency crises. There may be some more minor updates
- but I can't do much without playing the game. I'm keeping my fingers crossed
- that a $1 - 2 continues machine surfaces soon.
-
-
- CREDITS AND THANKS
-
- AM2 and Yu suzuki for another great instalment of VF.
- William 'NiGHTS' Tham for being my VF1&2 sparring partner.
- Steve Hamilton for the VF3 FAQ.
- Thomas H. Harper and Mason Wood for their great VF2 Jeffrey guides. Come on
- guys, how about a VF3 version?
- All those guys who have contributed to the VF community on the net. Let's get
- the FAQs going! And bring back THoVF!
- Of course my parents for the $$$$$.
-
-
- NO THANKS
-
- The two arcades on Russell Street for taking away VF3
- Fun and Games for charging so much money for a two year old game as well as
- turning the volume down.
- Those magazines (you know who you are) that claimed VF3's gameplay was the same
- as VF2 (what a load of crap) and did not give the VF series the recognition it
- deserved.
-
-
- This guide is written by Michael Tham and should not be butchered and made to
- look like someone's FAQ. All the stuff I 'borrowed' from other FAQs are
- copyright of their respective owners. VF is a trademark of Sega Enterprises. I
- do not guarantee that ALL the info is correct.
-
- And if anyone from Sega is reading this, please bring VF3 to the Saturn too. I
- don't care if the graphics look like VF1 as long is the gameplay is the same.
- Its not like we're not going to buy Dreamcast for VF3 if there is a Saturn
- version!
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