Lol, props to windzero but his Jill is ass (and always has been) lmao. K-beast was chocking on his combos and everything else he did in that match. Once he was ahead he didn’t even have to rush down anymore, lol. The fact that this was taken seriously by volth just exposes you to the 2nd power, omg :wtf:. Wind Zero has never been too successful with Jill anchor, he always gets successfully bodied. Mind you, mags doesnt have to fly to get rid of Jill. Also Wind Zero’s team choice was even worse, but whatever.

WindZero’s team makes absolutely no sense. It’s like he plays Zero with two assists that don’t even help him out in the neutral game. I guess he’s playing who he likes?

Either way you cut WindZero’s team, it’s kinda bad. Jill/Zero/Chris is pretty bad, Zero/Jill/Chris is bad and Chris/Zero/Jill is pretty terrible too.

Yeah, I knew I wasn’t crazy, lol.

Oh god i love Jsole, so much win in this thread xDDDD haha… when are you gonna bring out that Jill to my Midgard battlefield, Mjolnir is hungry.

100’s of miles away from my xbox unfortunately :frowning: I have a client for my job, however I have to go to his studio @ Chicago to deal business with him for awhile.

While I’m away please move to America Haha.

Fuck. I saw this thread with so many replies. I got hype. I’m like “oh shit… Finally someone has done what I wanted them to do and dark Jill!!! Dark jill rises”.

In theory… A super that buffs you like that in xf3 has so much comeback factor. But… I think people are correct. Alone, Jill is ass. She can do work but it’s situational and from my limited marvel 3 experience (playing moons, marvisto, predator), the only time I was able to randomly feral dash in for mix up was them failing and not me winning.

Feral dashing without an assist and not punishing something on whiff is not a good idea. It’s really unsafe.

Mad beast is worth learning IMO. I think Jill is best on point because she can have 2 assists really help her game… A lot more than the gimmick of mad beast taking 1 character out. Think about it.

You will get more results with Jill and a beam/lockdown/otg assist than you would your team benefiting from Jill’s assists? Crossover counter? Maybe…combo extensions… Maybe. but point Jill reminds me a lot of point shuma. People wanna put him anchor sometimes and I think he’s just too strong as a point character to wanna gimmick I up with xf

I think the discussion has been solved for anchor. Let’s just ignore this and talk about a battery for Jill on the level 2 position. Even makes more sense. Mad beast doesn’t last long enough to kill a whole team, so find a way to put her with a broken team that can charge Jill level 3 meter and help her do work.

Like magneto/Jill/sentinel. I will agree Jill is Better on point, but to be able to switch Jill in with mad beast with both assists would be really good. Correct me if I’m wrong, doesn’t magneto biild more meter than Jill?

I don’t know what I’m talking about. All I know is… Mad beast has sick shit.

  1. push block reduced
  2. arrow kick seems godlike in it because if they push block it and you dash forward it looks impossible to react to (crosses up)
  3. every easy for your opponent t get overwhelmed and lose Jill.

Again. I don’t know what I’m talking about but… Discuss… And ignore the other guy. He’s fucking up a juicy topic.

Mag/Jill/Sent is one of the worst Jill teams in the game.:rolleyes: IDK why you guys think that team is so boss.

i think the only point of mad beast should be/is if you have meter and a proper assist and you can force the opponent to just block the assist/something super cancel-able, then you get free (big) damage no matter what they do.

raw mad beast is foolish. xfactor 3 mad beast is a waste and a pure gimmick and comboing into mad beast is interesting but probably a waste if you have good team synergy/xfactor.

but in many practical situations you can trade 3 bars when the opponent is NOT opened up and it basically opens them up. even if you choose not to open them up. its like an unblockable thats blockable unless you choose to make it unblockable.

=[ wtf am i talking about…

The problem is that you can never “force” your opponent to block. That’s why Mad beast is much better used for combos, then the Chip Blockstrings. Plus, the Chip Blockstring IS escapable.

by “forcing to block” i literally mean if you touch them with a normal/assist/special. im not talking about a crazy setup i just mean, if at some point in the match they block something when you have 3 bars you could theoretically try it.

and the thing with escaping the blockstring is they have to visually show what they’re gonna do and you can react to it fairly regularly and start a combo. for example, if they pushblock arrow kick then you get a free crossup combo. if they CC, just wait then crossup into combo. you can react to them, but youll be too fast for them to react to you, hence the “unblockable thats blockable unless you choose to make it unblockable.” once it starts successfully, whether they’re blocking or being hit, the only way they dont take big damage is if you mess up.

The problem there lies that you get a free crossup and not a free combo. Your opponent can STILL block it, and even on the Crossup unexpectedly CC–>Safe Hyper Combo/THC you. I’d much rather go with Gauranteed damage and Gauranteed broken meter gain than a technique that can still be somewhat escaped.

Ass beast is a shit tier lvl 3 and will always be a shit tier lvl3 unless we are playing CvS2 or other shit similar to that game. Using 3 bars to power up my character while everyone else power ups cost one bar is ass… beast. You tell me what would you rather have… 3 bars for Ass Beast, or 3 bars for Tia and Tamera?

fuckin Mad Beast. :bluu:

#Foolishness :yawn:

Wait… you mean two Jill’s in Feral Crouch?
Oh, oh my…

I still think Mad Beast, if used right is pretty damn good. I was fooling around with Jill+ammy DHC into Mad Beast for shits and giggles.

lol, Tia and Temera = Morrigan and Lilly cough that half ass clone bitch that’s suppose to be Lilly.

how the hell did you get 5bars for THC + Ass Beast combo in a match? :eek: The hell was you’re opponent doing?:wtf:

IT’S MOTHERFUCKER STORY TIME! >:(

Yipes says soem of the darnest things. Sister sister baby

My opponent wasn’t even trying to block somersault, I was thinking “wtf, you can’t be dumb enough to jump into somersault for a fifth time”,

needless to say he did, Killed him second then his anchor came in, Used Xfactor+Ammy THC+Madbeast and shit was over before I finished a loop. :rofl:

I’m slowly understanding mad beast a little better. I was playing with it before I had work and I was able to do an air attack, air dash to cross up and attack again. It whiffed, but it really made me think… With Jill’s reduced push block, her 3 dashes, is this usable?

General consencus is that to alot of the jill players here your better off saving the three bars for something else.

To me and like one other person, I find that the meter gain and damage is so incredible that if your able to pull madbeast loops off consistently then you might as well go for it.

Well. Mr. Rice… Wouldn’t you say that you could do more damage with meter to spare doing a dhc, rather than mad beast and meter gain?

Shouldn’t there be a thread strictly for mad beast combos and setups?

Well let’s assume we have 3 meters.

With Madbeast: +3 (start)–> Mad Beast (-3)—> Mad Beast combo–>+2.5. Net loss of about half meter and the damage could be anywhere from 800k-900k.
With DHC: +3 (start)—> MGS/Raven Spike (-1)—>DHC into another hyper (-1)—>+1. Net loss of two meters and the damage can vary. Depends completely on the hyper you’re DHCing into.

The damage is going to vary based on the character your DHCing into but either way with Mad Beast if your doing your optimal combos, you come out with more meter and your damage will be set to about ~800k minimum.

You can use the Combo thread for Mad Beast combos and setups

Well, I’ve not read ll the thread, but I thinlk a Jill anchor is very very very possible.

In my main team I usually starts with Hawkeye (Skrull/ Jill), and Jill stays on 3rd slot. In 80% of the matches I use crossover combination and put Hawk as an anchor, but sometimes I have to play Jill with no assist and I don’t think it’s so awful as some people said.

Is she zoned by a lot of characters? Yeah. Is it hard to catch a flying enemy? Yeah. But there are options and, particularly, calmness. Take a look at these moments: 0:43 and 4:00.

[media=youtube]V4vtkJlGIgk[/media]

Jill’s comebacks are possible. We have to consider that many players DON’T KNOW her at all, so we can take advantage of/ maximize somersaults, slides and feral dashes for avoiding projectiles, machine gun spray to force down flying characters and so on.

I’m just playing a more apprehensive Jill than most of the Jill players. Trying never feral dash with no backups, for example. I’m pretty comfortable with my gameplay, so I guess I’m on the right way (which doesn’t mean there isn’t another one).

In my plans, there is an anchor Jill, but she will not appear while I don’t break down Mad Beast completely. You may call me crazy guy (haha), but, please, don’t you tell me to not try it.

Here you are some Jill Mad Beast combos I’ve recorded recently. There are two combos in Xfactor level 3.
[media=youtube]4iATbbV4vOM[/media]

For some “relative” safe and good damage, the most practial is what I called “feral stairs”, so I intend to always go for it when I open blocks. (Maybe without the cartwheel/flip kick in the end LOL)
[media=youtube]cixERXeQn28[/media]

Hope I made a good contribution.

C ya, guys.