VF5US/R.E.V.O. Version 2.0 Jeffry Changes

Discussion in 'Jeffry' started by akai, Dec 13, 2024.

  1. akai

    akai Moderator Staff Member Bronze Supporter

    PSN:
    Akai_JC
    XBL:
    Akai JC
    Placeholder for discussion and listing all the changes for Jeffry

    Official Change Log - https://www.virtuafighter.jp/vfes/ps4/ver2/en/

    Link to main thread. https://virtuafighter.com/threads/vf5us-version-2-0-update.22199/


    Move (Command)
    Changes
    Knuckle Kick (PK)

    PK can now be canceled.

    Elbow Butt (6P)

    Expanded the hitbox.

    Elbow Hammer (6PP)

    Increased the total recovery frames on hit, delaying the time until being able to act.

    Dash Elbow Upper (66PP)

    Changed the effect on hit. Now a hit on a staggered opponent will cause a spinning knockdown.

    Heavy Back Knuckle (4P)

    Now sobers by 1 drink point. Expanded the hitbox, making the attack less likely to miss.

    Kenka Hook (46P)

    Expanded the hitbox.

    Rising Hammer (43PP)

    Now sobers by 1 drink point.

    Knee Push (4K)

    Expanded the hitbox.

    Toe Kick (2K)

    Changed the recovery on guard from -7 to -10 frames. Extended the total recovery frames, increasing the risk when the attack misses. Expanded the hurtbox during the move.

    Toe Kick Hammer (2KP)

    Changed the recovery on guard from -15 to -16 frames.

    Middle Hell Stab (6P+K)

    Widened the distance on guard.

    Head Attack (46P+K)

    Expanded the hitbox.

    Megaton Knuckle (43P+K)

    Changed to sober from 1 drink point to 2 drink points.

    Hell Dunk Hammer (214P+K)

    Changed to sober from 1 drink point to 2 drink points. Added 1 more active frame to the hitbox.

    Shiver Upper (1P+K, then P during guard)

    Changed the effect on hit, allowing for easier follow ups.

    Reef Low Kick (1P+K, then K during guard)

    Changed the recovery on guard from -16 to -8 frames.

    Drop Anchor (1K+G)

    Changed the command from 2K+G to 1K+G.

    Scoop Kick (4K+G)

    Changed the command from 1K+G to 4K+G.

    Ducking Low (2K+G)

    Restored Ducking Low.

    Power Hammer (63214P)

    Restored Power Hammer.

    Gather Blow (From Threat Stance P)

    Changed so that a counter hit will also cause a stagger.

    Jumping Knee Kick ((while descending) K)

    Changed the recovery on guard from -7 to -10 frames.

    Devil Reverse Claw ((opponent lying face up) 2P+G)

    Changed the damage on wall hit from 20 to 21. Now causes a wall stagger.

    Body Lift (4P+G (change throw direction with 2or8)

    Changed the damage from 35 to 40. Will now deal damage even when the opponent quick recovers.

    Machine Gun Tackle ((wall behind opponent) 6P+G)

    Changed the damage from 35 to 45.

    Splash Mountain Dunk ((high wall behind opponent) 2_6P+G)

    Changed the command from (high wall behind opponent) 66P+G to (high wall behind opponent) 2_6P+G.

    Splash Mountain Hammer ((half wall behind opponent) 2_6P+G)

    Changed the command from (half wall behind opponent) 66P+G to (half wall behind opponent) 2_6P+G.

    Only One Buster ((on opponent's right) 46or64P+G)

    Changed the damage from 60 to 65.

    Only One Buster ((on opponent's left) 46or64P+G)

    Changed the damage from 60 to 65.

    Splash Mountain (2_6P+G)

    Restored Splash Mountain. Changed the command to 2_6P+G.
     
  2. YOMI

    YOMI not a legendary game designer

    [6][3][2][1][4][P] +5 on NH, +15 on CH allowing for [4][K][P] etc. followups. Causes spin effect on hit meaning opponent will wallstagger backturned towards you.

    [2][K][+][G] -4 on NH, +6 on CH (No combo this time...). Wall stagger on any hit if opponent at wall.

    [6][P][+][K] very good pushback on guard now, all characters' [2][P] will whiff easily without Jeff needing to move at all.

    Splash Mountain ([2_][6][P][+][G]) gives very good okizeme, easily enough time to OM for positioning and still be able to crush opponent rising kicks with 20f move.
     
  3. Happy_Friend

    Happy_Friend Well-Known Member

    I have a real love/hate relationship with VFUS, but I am glad they restored splash mtn and 2k+g. And the donkey punch move is cool even if I never used it back in the day.
     
  4. KoD

    KoD Well-Known Member

    PSN:
    codiak
    [2][K][+][G] yay
     
  5. SpookyDoom

    SpookyDoom New Member

  6. YOMI

    YOMI not a legendary game designer

    As I said 3 messages backwards, Power Hammer is +15 on CH allowing for [4][K][P] to combo, or you can try to throw them too if you want to get cute, but of course they can escape your throw attempt as normal.
     
  7. I.M. Amazon

    I.M. Amazon Member

    PSN:
    TDR_Zunga
    Am I crazy or did Taka's exact-tech change make [6][P][P] combos on him way more consistent now? Seems like [6][6][P][P] is very stable, please correct me if I'm wrong!

    EDIT: this synergizes with the restored [6][2][4][P]! In the event of a CH you can combo [6][P][P],
    [6][6][P][P] for 94 damage. None too shabby!

    Combined with Splash (and the nerfs to Taka's [4][P][+][K][P]), this seems like a nice benefit: a 14f "launcher" and a very powerful throw to really bolster Jeffry at smaller advantages?

    Oh, and in case anyone was curious you can sort of replicate the OG Splash input via [3][3][6][P][+][G]. Very easy to buffer and could probably outright replace backbreaker vs. Taka since the escape is the same (-6) but leaves Jeff at "starting" distance.
     
    Last edited: Jan 8, 2025 at 4:30 PM
  8. Combolammas

    Combolammas Sheep Content Manager Goh

    I tested 6PP, 66PP vs Taka during the beta and the second hit of 66PP no longer needs to be delayed in either stance so that makes it easier. It's still a guaranteed combo if you manage 66P with no dash frame.

    As for Splash Mountain Yomi noticed today that LDA is guaranteed after splash making it by far Jeffry's most powerful throw. Dunno if some characters with smaller hitboxes can roll out of it someway but at least the couple I tried could not. Aoi can ground reversal though.

    LDA is also guaranteed after both wall versions and those leave Aoi face down so it works on all.
     

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