Divekick

Divekick

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The Jefailey Bible
By A Talking Pig
THIS IS[/b] THE SITUATION! This guide will teach you how to play Jefailey with massive success rates. If not, it's ok, you still made money
   
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THE INTRO
Introducing Jefailey: joke character extraordinaire with an ego the size of Texas. Jefailey was created as a lighthearted parody of Alex Jebailey, a fighting game tournament organizer who paid the creators of this game to make him a character. However, he was lax in telling them how to design it, so the creators made him a joke character. (Fortunately, Jebailey loved it)

Now, why would you want to play Jefailey? Outside of being hilarious, Jefailey has a very unique kick angle and can cover large distances by charging it. He has an extremely useful air super to mess with opponents. While getting into Kick Factor with him can be tricky, he can end games quickly when he reaches it, as it makes all of his kicks fully charged for the duration. His ground super, while gimmicky, plays well into his defensive/reactionary playstyle and can help at the end of rounds.

The downsides of playing Jefailey are pretty big, however. Obviously every time you win a round, your head inflates, making headshots and hits in general easier against you (Somewhat mitigated by your jumps becoming better by inflation). Jefailey's kick moves a short distance and fairly slowly unless fully charged, making forward movement a hassle and allowing agile opponents to counter your mistakes easily. Because your kicks need to charge to be useful, Jefailey has to stay in one place for longer periods of time, meaning its difficult to be in control of a match's momentum or to farm meter. Finally, some character matchups can be a nightmare for Jefailey.

Overall, Jefailey is a unique high-risk, high-reward character that rewards patient players that prefer to punish mistakes by their opponents instead of making big plays, and should not be underestimated simply because he is a joke character.
THE BASICS
For gems, go for Kick if you want to move around easier or Style if you want to get meter easier. For color, pick something swagtastic like purple.

The key to playing Jefailey well is being reactionary, punishing your opponent for every mistake or misplay they make. Going on the offense is a tricky matter but something you have to do at times to keep the opponent on edge and to get meter. When you do go on offense always take a measured approach to it, dont make that kick unless it has a very good chance of hitting, as every misplay by Jefailey is very easy to counter. To make it easier, ensure you keeps kicks charged and ready and wait for opponents to make the first move; as long as you have time to think and have decent reflexes you can counter a lot of things with Jefailey that are impossible for other characters.

When starting a round, have the kick button held so that you begin charging without having to do a kickback if you dont want to. With that said, Kickbacks more often than not are your best option to start against players that go on offense, allowing you to dodge whatever their first kick might be and giving you space to react. A lot of people underestimate Jefailey because of his 'joke character' stigma, and may play recklessly to start which works perfectly in your favor. Your general gameplan should be to first keep your distance and start charging a kick. Next, depending on what your opponent does, you will react accordingly.

If your opponent decides to move in, be ready to counter their kick. It's easy for opponents to misjudge your kick's range and how easy it is for it to both hit safely and score headshots, meaning you can score easy early round victories by simply goading them into unsafe moves. Make sure you are careful WHEN you counterattack, however, as opponents will try to bait you into kicking; therefore making you an extremely easy target due to how slow Jefailey's kick is.

If your opponent tries to goad you into making the first move by staying back, you're going to have to do one of two things: Get your kick fully charged and wait for an opportunity (like them trying to build meter) or get as close to the line as possible and pressure them with the possibility of winning through timeout, forcing them to act. Be warned that the latter will give them plenty of opportunity to farm meter, which is a death warrant for some characters like S-Kill or other Jefaileys.

Once moves start being made, you are going to have to make sure you stay safe when you do anything, don't make a kick if it isnt going to hit and they are in range to kick you back. It can get very tense, but you are able to dodge and weave away to a limited degree if you are caught off guard, remember, kickbacks are your friend.

Your air super is an excellent move for people who feel like farming meter while you wait on them, hitting them with it drains their meter to zero no matter what it is at (It also removes them from kickfactor if used on them during it). It's possible to get tricky with it's frames by cancelling into it from kicks I hear, but you should only try it if you are experienced enough.

Your ground super, aside from being F***ing hysterical, is gimmicky. It's best (and really, it's only) use is near the end of a match while you are near the line. Using it at the proper time will force your opponents to eat a round loss through timeout.

If you can manage to get kickfactor, the game changes greatly in your favor, as all of your kicks are fully charged automatically. However, they are fully charged whether you want them to be or not, and skilled opponents can still take advantage of you getting cocky and kicking when you shouldnt have, but rest easy knowing that during kick factor you are the biggest offensive behemoth in this game.
SPACING
Proper usage of spacing is Jefailey's best friend and his opponents' worst nightmare. As Jefailey your fully charged kick covers nearly a full screen, allowing you to strike nearly anyone, anywhere; while your opponent has a set range of options he can kick to (with exceptions, notably Dr. Schoals, Stream or Uncle Sensei). That means it's important for you to know where to stand so you can be safe from their attacks (Spacing 101, essentially). Unfortunately, spacing is something that is unique for every matchup, and because of this it's a skill best learned through practice. Fortunately, Divekick is the easiest fighting game to learn about proper spacing in due to it's extremely simple nature.

To practice, you have to know all the moves your opponent's character has available at a given time, and judge where you are safe from all their potential moves at any given time while still being able to counterattack. Here, it's as simple as how high they can jump, their kick's arc, and if they have meter for any of their supers. It sounds complicated, but once you learn it you'll begin to calculate these things unconsciously while playing.

For Jefailey, his optimum spacing is to be a little outside the range of one of his opponent's kicks. This allows him to make any action he pleases in relative safely, and forces your opponent into having to choose between possibly making a mistake while advancing or play russian roulette by allowing you to charge your kick. Generally, your opponent's preferable spacing is to be just outside of your uncharged kick's range, meaning they are close enough to your grill to kick you however they please. As you win rounds, however, this space will slowly inch away from you, as they will be able to headshot you easier.
MATCHUPS
Here I will give a brief overview of Jefailey's matchups against other characters.

Dive/Kick
Diffuculty rating: 2/5
The main characters are perfect fodder for you, as their kick's range is very short. However, this is offset by the fact that they can farm meter extremely well and Kick in paticular can ruin your day with his ground super. Just dont get greedy and counter them when they slip up.

Mr. N
Difficulty Rating: 2.5/5
The other joke character, his playstyle is similarly defensive as yours, so he is more than likely going to force you on offense. Play as close to the line as you can to hold advantage in case of timeouts, and don't overextend or else he will get an easy counter kick on you.

Redacted/Wolverine:
Difficulty Rating: 4/5
Can wreck you extremely fast if you so much as blink the wrong way and has an annoyingly high jump. Stay a good ways away from her and dont make a kick unless it's charged or will hit.

Kung Pao
Difficulty Rating: 2/5
Her kick is at a somewhat similar arc as yours with medium charge, but slower and easier to take advantage of if misused. It doesnt help her that her supers are gimmicky.

Dr. Shoals
Difficulty Rating: 5/5
Her kick is extremely nasty and can go from an X to Y axis whenever she chooses, allowing her to easily go on offense while still being able to counter you at a large range. Respect your distance with her and don't make any dumb jumps, she can take advantage of all of them.

Uncle Sensei
Difficulty Rating: 3/5
His kicks switch up every time he uses one or uses his air special, but once you know which one he's about to use he can be fairly easy to counter, especially if he uses his hand-kick. Be wary of his super jump.

Jefailey
Difficulty Rating: N/A
Probably one of the funnest mirrors in fighting games, this mirror is very akin to a spaghetti western draw - It's a slow game of waiting and attempting to bait your opponent into making a move before making yours. Try to stick to the line and hold it for a pressure advantage.

The Baz
Difficulty Rating: 1.5/5
He's pretty garbage once you realize his lightning is what causes damage, not his kicks, meaning any kick trade with him will go in your favor. You should only watch out if he has enough meter for his ground super and try to bait it out of him if he does.

Markman:
Difficulty Rating: ?
To be frankly honest, Markman's a pretty rare character to fight and because of this I haven't gotten the opportunity to play one. Sorry.

Stream:
Difficulty Rating: 4/5
This little b*****d is extremely unpredictable to fight against due to his flying, and excels at making you think you are in control of the match when he can counter you easily. Like with Dr. Shoals, don't make any moves you aren't confident in and don't give him an easy target.

S-Kill
Difficulty Rating: 3.5/5
It's a little tricky to learn how to hit him, but once you do he's not as intimidating as he seems. However, he is the number one character you DONT want to ever have meter, as both of his supers are serious threats to you. If he is getting close to an Air super, try to use yours to get rid of his meter, as he is almost guarenteed a headshot if he uses it after you win a couple rounds.

Kenny: 3.5/5
Can either be irritating or easy, the problem is you don't know how to space until he makes a kick every round. His supers also mean serious trouble for you once you begin winning rounds as it makes it a LOT easier for them to hit you, winning him a free headshot. Don't be afraid to drain his meter.




THE CLOSER
This has been a pretty short guide on the basics of Jefailey and a bit of Divekick strategy in general. I love Jefailey because he's easily underestimated and is perfect for reactionary playstyles. I definitly encourage you to give him a whirl before writing him off, as he's also a blast to play.

I hope you enjoyed reading, and maybe picked up a couple tips and learned a new thing or two about the game while you were at it. Any comments or constructive criticisms are always welcome in the comments.
5 Comments
Some guy Jul 28, 2014 @ 10:33pm 
A note on markman: against jefailey, it seems as a pretty 50-50 matchup, but it is best to play defensively against him. Also, you DO NOT want him to get the kickbox, against Jefailey, you are playing are dangerous dance, so time your jumps and kick if you can when it's safe. Source: i play against a jefailey player who is a friend on x360.
A Talking Pig  [author] Jan 18, 2014 @ 3:30pm 
@Kuchiki Toko

Thanks you! I didnt know that about timer scam, that actually seems pretty nifty. Thanks a lot for the primer on markman, I might use that plus try to find some by pubstomping to actually get a matchup written out.
Toko Jan 18, 2014 @ 6:44am 
Great guide, nicely written and well-thought-out.

Timer Scam has one more use (albeit a niche one): you can charge your kick while the animation lasts, giving you an opportunity of landing the kick when your opponent is vulnerable but isn't near.
There are two major Markman playstyles: Searchman and Markfactor (I came up with those two just now), the former is all about item zoning and Kickbox, and the latter relies on Feint and KF. A viable strategy against the second playstyle is to Disqualify him a lot while trying to get your KF yourself, and in order to be successful against the first one, you'd have to charge your kick and hold the range between you two – Black Hole is very dangerous.
Decadence Jan 9, 2014 @ 2:24pm 
Anyhow, excuse me for not pointing it out, but this is a fairly nice guide for people wanting to practice Jefailey. However I go rogue and stick with the Dive Gem usually.
Decadence Jan 9, 2014 @ 2:22pm 
Just to point something, Jefailey fights Markman always as the 6th character in Story Mode. How to say his difficulty is, just make sure you can be ready to take on Markman when he finished his KickBox piece (as if you go too high over him Markman can kick you upward). Hope this info helps :divekick:.