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

 By R.J. Streety ( Zephyr9975@juno.com )

    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.
====================================================================