As I told you, I don’t play the Jeffster, though i know a lot of people who do.
Mistakes happen to anyone so it’s all good. :wgrin:
Still a great help regardless.
I played her for a while; if you have any specific questions I might be able to help.
In DS, I definitely like 1P, 3K, 46KP, and the 6K knee to catch throw. Pretty much everything she has is viable in some way, but those are great pokes.
OS is a bit different, but the main thing to work on is mixups with her various poking strings and throwing in the occasional tackle out of strings or (very occasionally) from an evade. The 46P strings are great, as are the 6K ones. Be sure to use the intruder step as well; she has all sorts of nasty options out of that. In fact, I believe that if you hit them with the K out of intruder step if they don’t struggle fast enough you can hit them with 6P, P+K+G (not sure of the exact followup) for a juggle.
I dunno, it’s kinda hard for me to say; she has a ton of good stuff for different situations. Oh, her 66K (+P in OS) is also very nice. Definitely use the 44K+G as well (although do NOT abuse it); it’s a very strong tool, especially with the various cancel points. P, 3P is also great as a mixup and for nice damage if the 3P is a CH.
I’d say one of the most important things with her is to be able to transition nicely between the stances for mixups as well as utilizing all of her tools; she’s just hard to get down because (even though it’s a VF5 cliche) she is almost two characters in one.
Haha, they work occasionally but they’re hella punishable and don’t really lead to much guaranteed damage. It’s just a bad habit to get into; there’s a reason you don’t see them used much at high level play.
We have a some good vanessa play now and then here in SoCal.
Here are some things I noticed:
From DS she has some rather unusually and frankly interesting moves that I think are worth mention from the opposing side.
#1 66K- this move has massive reach, is mid, knocks down, and is a full circular. Insanely good move.
#2 3P- this is the fastest normal move in the game, 9 frame jab that literally changes the situation for vanessa in many situations. She can beat out elbows from -4 with this move! It’s an incredible interrupt, and you can even use it to punish -9 situations that no other character can punish!
#3 while holidng G to the high chop or mid punch- I don’t know the commands to these moves but they are quite possibly the most insane moves in the game. They both will crumple on mC (recovery counter attack) and do great damage combos when they do. Will generally work in any situation to deal with strings or aggressive poking. Scary moves.
I don’t know anything off OS for her other than her charging knee to punch attack being pretty good, and that flying knee launcher being insanely good.
3P is overrated; It’s nice for interrupting stuff, but it does almost no damage and can easily be ducked. It’s great for getting out of disadvantageous positions, don’t get me wrong, but it’s not as amazing as many people say.
Her launcher (9K or 9K+G) can lead to a lot of damage, but it has a funky hitbox that’ll occasionally miss when it seems like it shouldn’t and it is, of course, highly punishable. Definitely still good to use.
And yeah, the various attacks while holding guard in DS are pretty good, but they have nowhere near the evasion properties they used to. They’re still decent, but they won’t avoid a whole lot anymore.
This is the kind of stuff that I love about VF… the whole a-counter-for-every-counter sort of deal.
(This also happens to be the same stuff that sometimes drives me crazy and makes me want to walk away and tend to the other things my life. )
Haha, no kidding. No game has ever pissed me off as much or as often as VF5. That shit is infuriating at times.
I play a lot of Jeff so here’s some stuff I know:
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The only ‘abusable’ moves are his f,f+PP and b+K, P. You can’t fuzzy guard after, so dodge to avoid linear attacks, d+P->throw for high attacks/throw/circulars. Once they start being less aggressive, throw in K+G/b,f+P to catch dodge.
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Wall combos and his b,f+P are his main ways of doing big damage. I always have problems landing his knee as somehow my opponents can see it coming.
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Anticipate dodges and K+G. If they can escape b,f+PG, throw in a b,f+P+K combo.
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df+K to stop mid range attacks. Note it is throw counterable when blocked so if your opponent just blocks at mid range, use uf+K/f+b+P,K to break guard or f,f+PP to start the guessing game.
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dm -> throw/b+K
6)P+K, P when you need space.
The way I play Jeff is to be very aggressive. Try to simplify the game into a two way guessing game.
Main combos:
- ff+PP (MC), d+K+G (add a d+P in middle for light characters)
- b, f+P, f, b+P+K, uf+P+G/PKP/P, ff+PP
- f+K/df+KG/b,f+P+K, d+P, ff+PP (normal hit)
- f+K, P, b, df+PK, uf+P+G (MC only. End with f+K on MC lightweights)
I need to work on finding ways to land b, f+P more. I usually do okay with the knee, but I want to try using his other launchers more.
I use this quite alot.
I use 4 quite alot, especially for Shun since the air throw is -2 drinks. In fact, Jeffry has the most moves that remove drinks, if I’m right.
Good stuff.
A general question that I’m sure everyone can answer - what’s the general purpose behind Offensive Move? When are the best times to use it? I’ve tried integrating it into my play but I’m still not entirely sure what its primary purpose is. I know it forces a side-turned situation but what are the benefits to that?
Conversely, is there anything to look out for when an opponent uses Offensive Move? Any special ways of dealing with it? I know those questions are vague, anything like a general overview of the move would be much appreciated.
Benefits of side turn is that they can’t dodge as it takes frames to realign themselves. So it becomes a 50-50 guessing game between throw/mid attack. For example, Goh’s P, b+K side turns his opponent so he can either use P+K to stuff everything or PG if the opponent blocks. Also, some strings can combo if it MCs as a side turn. eg Vanessa’s OS f+KKPP. (you’ll see a blue flash)
If your opponent is string happy, use OM K for back crumple and you can do stuff like low back throw with Jeffry.
You can mix OM P into your strings if they hit, eg Eileen f+P, P OM P. If it MCs you get a free juggle. Even if blocked, its safer than DM P+K. A blocked OM K is throw counterable. You can counter OM with a DM or a circular attack.
OM is also used in some combos for more damage, ie Aoi’s ff+K, OM, P, KPK.
Lastly, doing two OMs in a row can dodge rising attacks though it only works once in a while.
akiramike, I believe you are incorrect about a few things about OM and sideturned.
You can evade out of sideturned. The thing about sideturned is that if you attack back from it, MC will result in a sideturned crumple instead of the usual result. Also it you add 3 frames of sideturned recovery to the frame disadvantage you are already at.
You cannot counter a correctly preformed OM with a circular attack. This is the defining feature of OM, in that when used in the right situaiton it will beat even full circular attacks. When I play people I usually use delay attack or launcher to beat OM, but not sweep or circular like with DM/evade.
This is the reason for why doing the two OM’s in a row seems like it beats the wake up kick. In actuality, it’s the property of the OM’s evasiveness at advantage frames which causes this. I have seen rising kicks evaded in one OM.
Logos: To me, those are the moves that stand out in Vannessa movelist. She overall doesn’t really have any major weakness. Which explains her strong standing in the tiers.
It best to use OM when you have a clear advantage. OM P gives better stats than most peoples elbow attack on normal hit and you can fuzzy if blocked. OM K gives hard stagger or crumple on counter hit.
If I’m a character or two lengths away, sometimes I’ll OM to gain distance and mixup OM P or throw.
I’d be careful using standard OM in a defensive situation. Your opponent most likely will track you or you land into their attack. The situation your describing is if you successful dodge then go in OM.
This works best if the opponent is laying head front face up or feet front face down as their rising attack will be half circular (I hope I have those positions right. )
You mean G3_9P (to Vanessa’s Stomach)? After testing it on Renzo/Chanchai I’ve concluded that it rapes:
- Overly Aggressive opponents
- Linear attacks with a larger total frame count
It is an awesome move, as it evades a whole lotta shit, makes you unthrowable (except catch throws), and kills delayed low attacks (special high).
A cool thing I was testing before VFDC shut down was:
OM to Vanessa’s stomach, G3_9P to Vanessa’s stomach. Practically changes the ring position 180. I did a similar thing by accident against Plague at Chanchai’s and it leads to a WTF ringout.
Side-note: Teach your opponent to fear this move, but don’t spam it. Use it often and once they see the damage they may lock up. In this situation use Vanessa’s kick ass throw game. (I need to take this advice)
Good luck and post your finding at VFDC (when it comes back up),
-seb
That’s cause Shun owns yo ass!!
Sure, that’s why I win most of the time. Eileen > you.
CO only plays cheap characters, DAMN!! lol
So I assume KrisJin’s Jacky gets caught in all that rape party right? lol, nah, I think Shun ain’t all that bad, I actually liked playing against LA Akira’s Shun when I got the chance.
Now Eileen…
Hope that bitch dies from AIDS…
PS: If anyone needs some specifics for Jacky/Sarah just post up.
Oh, is that how it is? I got $20 saying that I can beat you in a FT5. $50 in a FT10. Bring it!
Ha. He’s pretty good so he can hold his own no problem. It’s cool cause for the most part, all us VFers are around the same level so we learn from each other rather quickly. We also got a nice variety of players so we aren’t just stuck playing against a few characters at.
All I need now is my own copy of VF5. The 360 version can’t come soon enough.