Anchor jill with madbeast

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.