========================================
VIRTUA FIGHTER 4 FAQ FOR JEFFRY McWILD
========================================
           - 5th Draft -
       for the PlayStation 2

By R.J. Streety ( [email protected] )

   GameFAQs.com screen name : Arjay

========================================

========================
UPDATES for June 9, 2002
========================

* General editting and a new e-mail address for any questions you
  may have for me.

Disclaimer:  Virtua Fighter 4 and all Virtua Fighter characters are
 the property of Yu Suzuki, AM2, and Sega Incorporated.
 Playstation 2 is a trademark of Sony Incorporated.

Copyright :  The "Virtua Fighter 4 FAQ for Jeffry McWild" is
 written and owned by me, R.J. Streety.  Making money off this
 thing is illegal, so don't do it.  If you'd like to post this
 on your website or use it for any other purpose, all I ask is
 that you ask me first.

===================================================================

Special Thanks
--------------

This section is dedicated to those that have contributed to the
 making of this FAQ.  Thanks, all!

* SEGA - Even if it does feel weird playing Sega's in house fighter
   on the Sony PS2, it's still a great game that I'm happy to be
   playing.  A wonderful effort.

* GameFAQs.com - Home of the biggest collection of FAQs on the
   internet for video games for all systems.  Thanks for hosting
   this.  I appreciate it.

* Ice-9 - The writer of the Jeffry McWild Dojo at Virtua Fighter
   dot com (www.virtuafighter.com) provided some nice combos and
   tactics for using Jeffry.

* Strychnine - Provided info on items that Jeffry can receive in
   Kumite Mode.

===================================================================

On the 20th day of March in the year 2002, Virtua Fighter 4 hit
 the streets for the PlayStation 2 home gaming console.  It has
 already been heralded as one of the best fighting games of all
 time.  One of the characters you can select is my favorite,
 Jeffry McWild.

========
CONTENTS
========
* Jeffry McWild's Bio & Stats
* Control Key
* Basic VF4 Gameplay
* Jeffry's Moves
* Move Analysis
 - Stagger Moves
 - Floater Moves
 - Set-Up Moves
 - Combos
 - Notable Moves
* Overall Jeffry Strategy
* Jeffry's Kumite Item List
* Jeffry's Winning Poses

===========================
JEFFRY McWILD's BIO & STATS
===========================

After the 3rd World Fighting Tournament, Jeffry had received enough
 money to repair his boat to hunt the infamous "Satan Shark" in his
 homeland in Australia.  Unfortunately, by the time he reached the
 sea, the Satan Shark had moved to new hunting grounds.  Now Jeffry
 needs to purchase a sonar-tracking device to track the Satan Shark
 down.  This is a very costly purchase, so Jeffry once again signs
 up for the 4th World Fighting Tournament.

NAME    : Jeffry McWild     FIGHTING STYLE : Pancratium
COUNTRY : Australia         BLOOD TYPE     : A
JOB     : Fisherman         HOBBY          : Reggae Music
HEIGHT  : 6 feet even       BIRTHDATE      : February 20, 1957
WEIGHT  : 245 pounds


===========
CONTROL KEY
===========

This is a list of abbreviations I'll use throughout this FAQ.

u = up        uf = diagonal up and forward
d = down      ub = diagonal up and back
f = forward   df = diagonal down and forward
b = back      db = diagonal down and back

qcf = quarter circle forward ( d, df, f )
qcb = quarter circle back ( d, db, b )
hcf = half circle forward ( b, db, d, df, f )
hcb = half circle back ( f, df, d, db, b )

P = Punch
K = Kick
G = Guard

==================
BASIC VF4 GAMEPLAY
==================

Walk      - To walk hold either u, f, b, uf or ub.  To walk
            downward, tap d, then hold d, df or db.

Dash      - To dash forward tap f twice, to dash back tap b
            twice.

Run       - To run, tap f, then hold f while standing at a
            distance from your opponent.

Crouch    - To crouch, hold down.

Jump      - To jump, press and hold either u, ub or uf +
            P or K at the same time.  For example, to
            jump toward opponent, press and hold uf + P,
            or uf + K.

Block     - To block high attacks, press and hold G.  To
            block low attacks press and hold d + G.

Sidestep  - To sidestep attacks, tap either u or d the moment
            before the attack hits you to quickly move out of
            the way.

Standing  - To stand up from being knocked down, you have the
            following options :

            * To stand in place, tap P or G rapidly.
            * To roll, hold u, d or b while tapping G rapidly
               to roll in those directions.
            * To add a kick while standing, tap K while standing.
               You can also add a kick while rolling.
            * To add a low kick while standing, press d + K while
               standing.  You can also add a low kick while
               rolling.

Tech Hit/ - New to Virtua Fighter 4 is the Tech Hit/Roll.  This
Tech Roll     allows you to instantly get up if hit with an attack
             that will knock you down.

           To do a Tech Hit, press P+K+G the moment before
             you hit the ground after being hit with an attack
             that knocks you down.

           To do a Tech Roll, hold u or d while pressing P+K+G
             the moment before you hit the ground after being hit
             with an attack that knocks you down.


==============
JEFFRY'S MOVES
==============

In this section, I'll list all of Jeffry's moves in the game.

NOTE : From here on out, any direction that is CAPITALIZED means that
 the direction is to be held briefly.  Therefore, if you see the
 command: (D, f + P), it means hold down briefly, then tap forward and
 punch at the same time.

NOTE : If at any time you are having trouble doing these moves, I can't
 stress enough the importance of practicing.  This game has one of if
 not the best training programs in any fighting game.  There are options
 to turn on a move list, lock a move in place so you can practice it
 over and over again, and even a help screen to tell you what you're
 doing wrong if you still have trouble doing the move.  There is no
 reason for anyone not being able to do any move with this many practice
 options available.

------------
Normal Moves
------------
Straight Knuckle     -  P
Double Knuckle       -  P, P
One Two Upper        -  P, P, P
Combo Kenka Hook     -  P, P, b + P
Knuckle Kick         -  P, K
Low Knuckle          -  d + P
Elbow Butt           -  f + P
Elbow Hammer         -  f + P, b + P
Dash Elbow           -  f, f + P
Dash Elbow Upper     -  f, f + P, P
Tornado Hammer       -  f, b + P
Elbow Stamp          -  b + P
Kenka Hook           -  b, f + P
Tornado Punch        -  b, f, f + P
Double Hammer Down   -  b, df + P
Rising Hammer        -  b, df + P, P
Smash Upper          -  df + P
Double Upper         -  df + P, P
Combo Kenka Upper    -  df + P, P, df + P
Kenka Upper          -  df, df + P
Vertical Upper       -  D, df + P
Upper Kick           -  K
Killing Toe Kick     -  K, K
Killing Toe Kick     -  K, K, P
 Hammer
Killing Toe Kick to  -  K, K, qcf + P+G (only successful if first
 Splash Mountain         kick misses, and second kick connects)
Toe Kick             -  d + K
Toe Kick Hammer      -  d + K, P
Toe Kick to Splash   -  d + K, qcf + P+G (only successful if first
 Mountain                kick connects)
Vertical Kick        -  D + K
Knee Attack          -  f + K
Kenka Kick           -  f, f + K
Knee Push            -  b + K
Knee Hammer          -  b + K, P
Heel Axe             -  b, f + K
Side Kick            -  df + K
Hell Stab            -  P+K
Double Hell Stab     -  P+K, P
Machine Gun Hell     -  P+K, P, P
 Stab
Middle Hell Stab     -  f + P+K
Hell Dunk Hammer     -  d + P+K
Heavy Back Knuckle   -  b + P+K
Stomach Destroyer    -  b + P+K, K
Stomach Crush        -  b, df + P+K
Liftup Throw         -  b, df + P+K, b + P+G (only successful if
                         Stomach Crush hits)
Head Attack          -  b, f + P+K
Full Swing Hammer    -  b, f, f + P+K  (hold down P+K to charge
                        for maximum damage)
Broad Axe Left       -  df + P+K
Right Heavy Upper    -  df + P+K, P
Megaton Body Blow    -  df + P+K, P, P
Megaton Fist Drop    -  db + P+K
Ducking Low          -  d + K+G
Low Kick             -  df + K+G
Heel Drop            -  f + K+G
Raiden Drop          -  u + K+G
Rolling Heel Attack  -  uf + K+G
Threat Stance        -  P+K+G
Catch Blow           -  (after Threat Stance) P
Heavy Knee Strike    -  (after blocked Catch Blow) f + P+G
Counter Toe Kick     -  (after Threat Stance) K
Side Step Elbow      -  (during a sidestep) P+K+G


---------------
Running Attacks
---------------
Running Body Press   -  (while running) F + P+K
Running Hip Attack   -  (while running) F + K+G


---------------
Jumping Attacks
---------------
Hammer Down          -  u + P or ub + P or uf + P
Step Knuckle         -  (while jumping) P
Step Kick            -  u + K or ub + K or uf + K
Heel Kick            -  (while jumping) K
Pushing Kick         -  (just before landing from a jump) K


------------
Rear Attacks
------------
Spin Knuckle #1      -  (facing away from opponent) P
Spin Knuckle #2      -  (facing away from opponent) D + P
Back Kick            -  (facing away from opponent) K
Back Double Hammer   -  (facing away from opponent) d + P
Back Heel Kick       -  (facing away from opponent) d + K
Jumping Knee         -  (facing wall, opponent behind) f + P+K+G


-----------------------
Downed Opponent Attacks
-----------------------
Stomping             -  (on a fallen opponent) df + K
Body Press           -  (on a fallen opponent) u + P
Devil Reverse Claw   -  (on a fallen opponent) d + P+G

-------------
Normal Throws
-------------
Knee Smash           -  P+G
Power Slam           -  f + P+G
Body Lift            -  b + P+G
Spine Buster         -  d + P+G
Back Flip            -  df + P+G
Back Throw           -  db + P+G
Head Butt            -  b, f + P+G
Double Head Butt     -  b, f + P+G, f + P+G
Triple Head Butt     -  b, f + P+G, f + P+G, f + P+G
Head Crush #1        -  b, f + P+G, b + P+G
Head Crush #2        -  b, f + P+G, f + P+G, b + P+G
Tackle               -  b, df + P+G
Machine Gun Hammer   -  db, f + P+G
Front Backbreaker    -  b, f, f + P+G
Splash Mountain      -  df, df + P+G

-----------
Wall Throws
-----------
Wall Back Flip       -  df + P+G (done with either Jeffry, or
                         opponents' back against a wall)
Machine Gun Tackle   -  b, df + P+G (done with opponents' back
                         against a wall)

-----------
Side Throws
-----------
Coconut Crush        -  P+G (facing an opponents' side)
Armbreaker           -  b, f + P+G or f, b + P+G (facing an
                         opponents' side)

-----------
Back Throws
-----------
Backbreaker          -  P+G (facing an opponents' back)
Choke Sweeper Swing  -  d + P+G (facing an opponents' back)

----------
Low Throws
----------
Power Bomb           -  df + P+K+G (on a crouching opponent)
Iron Claw            -  d + P+K+G (on a crouching opponent)
Machine Gun Knee     -  d, f + P+K+G (on a crouching opponent)
 Lift

---------------
Low Side Throws
---------------
Corkscrew Knuckle    -  d + P+K+G or df + P+K+G (facing the
                         side of a crouching opponent)

---------------
Low Back Throws
---------------
Backbreaker          -  P+K+G (facing a crouching opponents' back)


=============
MOVE ANALYSIS
=============
This is the section where I put attributes of certain moves.  These are
 the moves that cause opponents to either stagger, float or allow them
 to be set up for other moves and combos.

-------------
Stagger Moves
-------------
When an opponent is hit with an attack in a certain way, they will be
 knocked off balance, and become defenseless for a short period of
 time.  This is known as a stagger.  In this section, I'll describe
 all the moves that I've seen Jeffrey do that causes this to happen,
 and what conditions must be met to achieve this.


Elbow Butt - f + P
----------
 Stagger occurs if you hit an opponent with this move while they're
   crouching.  You're almost guaranteed a free hit if you do the
   Elbow Hammer (f + P, b + P) since the Elbow Butt is the first
   attack in this move.

Dash Elbow - f, f + P
----------
 Stagger occurs if you hit an opponent with this move while they're
   crouching.  You're almost guaranteed a hit if you do the Dash
   Elbow Upper (f, f +P, P) since the Dash Elbow is the first
   attack of this move.

Vertical Upper - D, df + P
--------------
 Stagger occurs if you manage to do this move as a counter hit.  If
    you do, the opponent falls down and quickly tries to get up.
    This is the best time to attack.

Heel Drop - f + K+G
---------
 Stagger occurs if opponent is hit with, or blocks this attack.
    Best time to do this move is while an opponent is getting up
    after falling since this move is HIGHLY telegraphed.
    Opponents will see the attack coming, and just block not knowing
    it makes them stagger.  If you're close enough after they block
    and stagger, go for a quick throw.

Tornado Punch - b, f, f + P
-------------
 Stagger occurs if opponent blocks this attack.  Use it the same
    way you would the Heel Drop.  Jeffry takes a little longer to
    recover from doing this move, but it comes out a little quicker
    than the Heel Drop.

Full Swing Hammer - b, f, f + P+K
-----------------
 Stagger occurs if opponent blocks this attack.  Unfortunately, it
    takes a while for Jeffry to recover from throwing this attack
    so the time you have to follow up on this is very short.

Devil Reverse Claw - d + P+G (on fallen opponent)
------------------
 Stagger occurs the moment Jeffry releases opponent.  Stagger lasts
    a little longer if you do this on an opponent who is face down
    on the floor.


-------------
Floater Moves
-------------
A floater is a move that makes your opponent, for lack of a better
 word, "float" in the air for a short amount of time if it hits.
 These moves can lead to some damaging combos before the opponent
 can fall to the ground.  In this section, I'll describe all the
 moves that I've seen Jeffrey do that causes this to happen, and
 what conditions must be met to achieve this.


Kenka Upper - df, df + P
-----------
Opponent will float in the air longer if the move connects as a
 counter hit.

Knee Attack - f + K
-----------
Same as the Kenka Upper, opponent will float longer if this move
 connects as a counter hit.



--------------
Set-Up Attacks
--------------
A Set-Up Attack is an attack that connects, and leaves the opponent
 vulnerable to another attack that they are helpless to defend
 against.  These are similar to staggers and floaters, but these
 attacks give you the best opportunity to follow up with combos or
 throws.


Kenka Hook - b, f + P
----------
If this attack hits, the opponent will reel back, then fall face,
 down to the floor leaving them wide open to more attacks as they
 are falling.

Middle Hell Stab - f + P+K
----------------
If this attack hits, the opponent will slowly fall face down to
 the floor.  This is Jeffry's deadliest move because it not only
 sets up the opponent for combos, it also sets them up for
 Jeffry's Low Throws.

Megaton Fist Drop - db + P+K
-----------------
If this attack hits, the opponent will be in crouching position.
 If you're quick enough, you can get a low throw in.

Hell Dunk Hammer - d + P+K
----------------
Like the Megaton Fist Drop, this attack will make the opponent go
 into crouching position if it hits.  It comes out a little faster,
 but the range is shorter.  Try to get a low throw in if it hits.

Elbow Stamp - b + P
-----------
If you hit this move, you're almost guaranteed a Devil Reverse Claw
 if you're quick enough.  Attack while the opponent's staggered
 afterwards.

Head Attack - b, f + P+K
-----------
Just like the Elbow Stamp, you're almost guaranteed a successful
 Devil Reverse Claw if it hits.

Counter Toe Kick - (After Threat Stance) K
---------------
If this attack connects as a counter hit, your opponent will slowly
 fall face down to the floor.  This is similar to the Middle Hell
 Stab (f + P+K) in terms of effectiveness.


------
Combos
------
This section is for the combos I've done with Jeffry in training mode.
 The format I made here is like so:

* Move A (instruction) [ conditions if necessary ]
  - Move B (instruction)
     - Move C (instruction)
     - Move D (instruction)
  - Move E (instruction
     - Move F (instruction)
     - Move G (instruction)

Move A is the move that starts the combo with any conditions,
 if necessary, that has to be met before the combo can work.
Move B is the second or final move done in the combo.
Move C is the final move of the combo only after Move B.
Move D is an alternate final move of the combo only after Move B.
Move E is an alternate second or final move of the combo.
Move F is the final move of the combo only after Move E.
Move G is an alternate final move of the combo only after Move E.

From the example above, you can do the following combos:

Move A --> Move B
Move A --> Move B --> Move C
Move A --> Move B --> Move D
Move A --> Move E
Move A --> Move E --> Move F
Move A --> Move E --> Move G

---------------
Jeffry's Combos
---------------
* Middle Hell Stab (f + P+K)
  - Iron Claw (d + P+K+G)
  - Power Bomb (df + P+K+G)
  - Machine Gun Knee Lift (d, f + P+K+G)
  - Combo Kenka Upper (df + P, P, df + P)
  - Heel Axe (b, f + K)
  - Toekick Hammer (d + K, P)
  - Rising Hammer (b, df + P, P)
  - Knee Push (b + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Double Upper (df + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Dash Elbow Upper (f, f + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Knee Attack (f + K)
       - Rising Hammer (b, df + P, P)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)

* Counter Toe Kick (After Threat Stance - K) [Counter Hit only]
  - Iron Claw (d + P+K+G)
  - Power Bomb (df + P+K+G)
  - Machine Gun Knee Lift (d, f + P+K+G)
  - Combo Kenka Upper (df + P, P, df + P)
  - Heel Axe (b, f + K)
  - Toekick Hammer (d + K, P)
  - Rising Hammer (b, df + P, P)
  - Knee Hammer (b + K, P)
  - Toekick (d + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Knee Push (b + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Double Upper (df + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Dash Elbow Upper (f, f + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Knee Attack (f + K)
       - Rising Hammer (b, df + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)

* Kenka Hook (b, f + P)
  - One Two Upper (P, P, P)
  - Heel Axe (b, f + K)
  - Rising Hammer (b, df + P, P)
  - Head Attack (b, f + P+K)
  - Combo Kenka Upper (df + P, P, df + P)
  - Killing Toe Kick Hammer (K, K, P)
  - Knee Hammer (b + K, P)
  - Killing Toe Kick (K, K)
       - Heel Axe (b, f + K)
  - Low Knuckle (d + P)
       - Rising Hammer (b, df + P, P)
  - Elbow Butt (f + P)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Knee Attack (f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Dash Elbow Upper (f, f + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Double Upper (df + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Knee Push (b + K)
       - Rising Hammer (b, df + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)

* Kenka Upper (df, df + P)
  - One Two Upper (P, P, P)
  - Combo Kenka Hook (P, P, b + P)
  - Combo Kenka Upper (df + P, P, df + P)
  - Rising Hammer (b, df + P, P)
  - Dash Elbow Upper (f, f + P, P)
  - Toekick Hammer (d + K, P)
  - Heel Axe (b, f + K)
  - Elbow Stamp (b + P)
  - Knuckle Kick (P, K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Toekick (d + K)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Double Knuckle (P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Knee Attack (f + K)
       - Rising Hammer (b, df + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Single Knuckle (P)
       - Dash Elbow Upper (f, f + P, P)
       - Kenka Upper (df, df + P)
            - Ducking Low (d + K+G)
            - Low Kick (df + K+G)
       - Knee Attack (f + K)
           - Heel Axe (b, f + K)
           - Ducking Low (d + K+G)
           - Low Kick (df + K+G)

* Kenka Upper (df, df + P) [Counter Hit Only]
  - Killing Toe Kick Hammer (K, K, P)
  - Killing Toe Kick (K, K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Rising Hammer (b, df + P, P)
       - Rising Hammer (b, df + P, P)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)

* Knee Attack (f + K)
  - Rising Hammer (b, df + P, P)
  - Combo Kenka Upper (df + P, P, df + P)
  - Knee Hammer (b + K, P)
  - Knee Attack (f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Knee Push (b + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Toekick (d + K)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Dash Elbow (f, f + P)
       - Rising Hammer (b, df + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Low Knuckle (d + P)
       - Dash Elbow Upper (f, f + P, P)
       - Rising Hammer (b, df + P, P)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
       - Knee Attack (f + K)
           - Heel Axe (b, f + K)
           - Ducking Low (d + K+G)
           - Low Kick (df + K+G)

* Knee Attack (f + K) [Counter Hit only]
  - One Two Upper (P, P, P)
  - Combo Kenka Hook (P, P, b + P)
  - Combo Kenka Upper (df + P, P, df + P)
  - Toekick Hammer (d + K, P)
  - Killing Toekick Hammer (K, K, P)
  - Killing Toekick (K, K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)
  - Double Knuckle (P, P)
       - Dash Elbow Upper (f, f + P, P)
       - Rolling Heel Attack (uf + K+G)
       - Heel Axe (b, f + K)
       - Ducking Low (d + K+G)
       - Low Kick (df + K+G)

* Head Attack (b, f + P+K)
  - Knee Hammer (b + K, P)
  - Low Knuckle (d + P)
       - Dash Elbow Upper (f, f + P, P)
       - Rising Hammer (b, df + P, P)
       - Rolling Heel Attack (uf + K+G)
       - Knee Attack (f + K)
           - Double Hammer Down (b, df + P)
           - Heel Axe (b, f + K)
           - Ducking Low (d + K+G)
           - Low Kick (df + K+G)

* Hell Dunk Hammer - d + P+K
  - Iron Claw (d + P+K+G)
  - Power Bomb (df + P+K+G)
  - Machine Gun Knee Lift (d, f + P+K+G)

* Megaton Fist Drop - db + P+K
  - Iron Claw (d + P+K+G)
  - Power Bomb (df + P+K+G)
  - Machine Gun Knee Lift (d, f + P+K+G)

* Killing Toe Kick (K, K)
  - Rising Hammer (b, df + P, P)
  - Heel Axe (b, f + K)
  - Ducking Low (d + K+G)
  - Low Kick (df + K+G)

* Double Upper (df + P, P)
  - Rising Hammer (b, df + P, P)
  - Heel Axe (b, f + K)
  - Ducking Low (d + K+G)
  - Low Kick (df + K+G)

=============
NOTABLE MOVES
=============

This section is for moves that have unique attributes.  I'll
 place the move, the instructions on how to do the move, and
 what unique attributes it has.

Raiden Drop - u + K+G
-----------
This is Jeffry's old pounce attack from previous Virtua Fighter games.
 Jeffry jumps high into the air, and lands rump first, hopefully on
 top of the opponent.  This technique is supposed to hit in the high
 or mid range of the opponent.  However, I've seen it hit blocking
 opponents on their feet for full damage.  If you can accurately aim
 this move, you can land on an opponent's feet when they sit in place
 blocking high for easy damage.


===========================
OVERALL STRATEGY FOR JEFFRY
===========================

Jeffry has a lot of power in his fighting, so you'll want to use that
 to your advantage.  Jeffry is essentially a grappler, and that should
 be a big part of your game if you plan to use him.  Throws shouldn't
 be the only part of your game, though.  Jeffry has some pretty nice
 attacks that can set up his throws as well.  The Middle Hell Stab, the
 Megaton Fist Drop and Hell Dunk Hammer are just a few that he can use.

Jeffry doesn't have any reversal moves, so you're really going to have to
 be good at blocking, sidestepping and knowing what moves your opponents
 have that will leave them open to an attack or throw.

Since Jeffry lacks speed, his attacks aren't meant for fast barrages, but
 for counterattacks for the most damage.  Use his moves from a distance,
 or right after a sidestep for the best results.  Going toe to toe is a
 bad idea for Jeffry, especially against faster opponents, which is
 basically everybody else in the game.


==========================
JEFFRY'S KUMITE MODE ITEMS
==========================

This is the section that contains all the items and color combinations
 that Jeffry can wear in Kumite Mode.  In Kumite Mode, you can gain
 items by various methods.  One method is leveling up.  You frequently
 gain items by moving up in the Kyu and Dan levels.  Another method is
 holding a winning streak.  Try getting streaks of 50 and 100.
 Another method is defeating another Kumite Mode opponent that is
 using your character, and is at a higher rank than you.  If you win,
 you may get an item that he/she is carrying.  The last method that I
 know of for getting items is the Rainbow Orbs.  These orbs are held
 by High King ranked characters, and you notice them hovering over the
 opponents' strength meter.  If you win, you'll get the orb.  Collect
 7 different orbs to gain one of your characters' rare items.  If you
 lose a Kumite Mode match while holding an orb, you will lose it, and
 you'll have to get it back from someone else, or defeat the opponent
 who beat you for it the next time you run into them (if they still
 have it, that is).

------------------
Color Combinations
------------------

1P Outfit - Fist & Foot Pads and Pants

Default Color - Red Fist & Foot Pads, White Pants
Coordinate 01 - White Fist & Foot Pads, Green Pants
Coordinate 02 - Light Blue Fist & Foot Pads, Deep Navy Blue Pants
Coordinate 03 - Pink Fist & Foot Pads, Camouflage Pants 1
Coordinate 04 - Yellow Fist & Foot Pads, Green Camouflage Pants 1
Coordinate 05 - Purple Fist & Foot Pads, Blue Camouflage Pants 1
Coordinate 06 - Green Fist & Foot Pads, Red Camouflage Pants 1
Coordinate 07 - Blue Fist & Foot Pads, Camouflage Pants 2
Coordinate 08 - Gunmetal Fist & Foot Pads, Green Camouflage Pants 2
Coordinate 09 - Silver Fist & Foot Pads, Blue Camouflage Pants 2
Coordinate 10 - Gold Fist & Foot Pads, Red Camouflage Pants 2

NOTE : You can edit which color Fist & Foot Pads and Pants you'd like
 Jeffry to wear in Edit Mode.  It doesn't have to be in the default
 coordinate sets.  You can have White Pads and Camouflage Pants if
 you like.

2P Outfit - Shorts, Belt, Vest and Wrist Braces.

Default Color - Tie-Dyed Shorts, Red Belt
Coordinate 01 - Tie-Dyed Shorts, White Belt
Coordinate 02 - Tie-Dyed Shorts, Light Blue Belt
Coordinate 03 - Camouflage Shorts 1, Green Belt
Coordinate 04 - Green Camouflage Shorts 1, Yellow Belt
Coordinate 05 - Light Blue Camouflage Shorts 1, Purple Belt
Coordinate 06 - Red Camouflage Shorts 1, Emerald Green Belt
Coordinate 07 - Camouflage Shorts 2, Blue Belt
Coordinate 08 - Green Camouflage Shorts 2, Gunmetal Belt
Coordinate 09 - Light Blue Camouflage Shorts 2, Silver Belt
Coordinate 10 - Red Camouflage Shorts 2, Gold Belt

NOTE : You can edit which color shorts and belt you'd like
 Jeffry to wear in Edit Mode.  It doesn't have to be in the default
 coordinate sets.  You can have Tie-Dyed Shorts and a Gunmetal Belt if
 you like.

-----
Items
-----

----------
Head Items
----------
Folded Bandanna
Indigo Bandanna
Pirate Bandanna
Wild Hair
Bald Head
Purple Sunglasses
Goggle Sunglasses
Slim Sunglasses
Silver Sunglasses
Pirate's Eyepatch
Demon Mask
Skull Mask

----------
Neck Items
----------
Skull Necklace
Bone Necklace

-----------
Wrist Items
-----------
Ruby Brace
Topaz Brace
Emerald Brace
Sapphire Brace
Needle Brace

---------
Arm Items
---------
Tribal Tattoo (Red)
Tribal Tattoo (Black)
Clerk's Armband
Snake Brace
Love Skull Tattoo (Red)
White Skull Tattoo
Red Skull Tattoo
Heart Tattoo


======================
JEFFRY'S WINNING POSES
======================
In this section, I'll describe Jeffry's win quotes and poses.  You can
 select which pose Jeffry does by holding P, K or G during the replay
 of your winning round.  Classic poses are available after earning them
 in Kumite Mode.

* Hold P     - Jeffry looks towards you pointing and says: "You're never
                gonna win ... by that strength!"

* Hold K     - Jeffry taps his chest with his right hand and says: "It
                seems to be ...(laughs)... I'm the winner!"

* Hold G     - Jeffry does a running leap, lands and poses saying:
                "(Laughs) I'm ... the winner!"

* Hold P+K   - Jeffry's classic VF1 pose.  Jeffry leans left and raises
                his fist saying: "I'm ... the winner!"

* Hold P+K+G - Jeffry's classic VF2 pose.  Jeffry kneels and stretches
                his arms out saying: "I'm the winner!"


====================================================================
Well folks, this is the end of my FAQ for Jeffry in VF4 for the Sony
 Playstation 2.  If you have any comments, questions, or things I
 can put in here, just let me know.  Contact info is at the top
 along with my screen name for the GameFAQs forums.
====================================================================