What I mean by that is if your opponent does a move that leaves them in the air and you beat them out with a standing P, know a quick combo that you can use, or turn it into a throw setup perhaps. One thing I also suggest is to know what you can do if the "out of nowhere" factor arises. Combos are cool and all, but try to stay sharp on your wake up game and your situational options that open up pending on your (and the opponent's) position on the ring. Just try to get familiar with each character and their strengths/weaknesses vs Jeffry's strengths/weaknesses. I can't think of too much off the bat right now. At that point, they'll more than likely be careful of what strings they're throwing out, and you'll see more P to 6P perhaps. If you don't feel dedicated in finishing the string, just 1P should suffice. Jacky, Pai, and a few other characters have strings that you can block and do a timed 1P for a counter hit, in which case you want to do the second P in that string. P to 6P hit check, 2P, 4K, throw, etc).įind moves in your opponent's strings that you can 1P under. At the very least, you can always keep it simple (i.e.
And depending on how Jeffry-savvy the opponent is, they might be looking out for 4P+G~8_2 because that can ring out as well. Chances are, they're looking for the 6K, 2K, K+G, and for throws they might be ready for 44P+G near walls/ring edge because that leads to either a combo, or ringout. You have to "test the waters" per sé and see what your opponent does and doesn't do, and what moves/setups they're looking out for. For instance, using 2P+K~2P+G in a combo to possibly throw them to a wall or ring out might work once or twice, but if the opponent is quick, they'll learn to break it. Jeffry has tools, but the thing is you have to constantly mix them up, and plenty of them can only be used if the opponent doesn't have a real answer for it.
Sometimes, you can catch people if you train them not to sidestep by catching them with moves like 46P, and K+G, but if the opponent is strong, they might pick up on things like that and guess right to evade. Here's just one combo vs Pai:Ĥ1236P+K, P, KPP (wall), 43P+K (high bound), any move you want afterwards.Īs for using Threat P+K, I tend to use it in a situation where the opponent evades and rings themselves out, or if they don't have a habit of sidestepping.
Aside from CH launchers, with NH launchers, a wall will be needed sadly.