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virtua_fighter_3_jeffry_a.txt
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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!