As the dog runs in from behind Jill, the opponent must be quite close to the side where Jill’s back faces so that the dog can hit the grounded opponent in time. (I.e. if Jill faces right, then the combo must be initiated from near the left.) The combo probably works within 1/3 screen range.
This combo is likely to be an OTG, so it can be possible for the opponent to roll away after the three crouching kicks, escaping the dog.
Solutions:
Can’t really do much about the 1/3 screen range thing. Can try to pull the combo of when someone tries to corner you?
Try to confuse and deter the opponent from rolling by using this tactic throughout the match. Alternate between:
a) c.LK, c.LK, c.HK -> QCB+LK (Non-flaming zombie)
b) c.LK, c.LK, c.HK, (short delay), c.LK, c.HP, sj.LP, sj.LK… (Aerial rave)
I think this trick is mentioned somewhere in the forum. Use a) and enemies that try to roll after the three kicks will roll right into the zombie and get chewed on. They’ll catch the trick after a while and stop rolling, but never would they expect you to use b) and launch them for an aerial rave. Now that they are confused whether to roll or not, the Tyrant combo will have a high chance of connecting.
Conclusion:
Is the damage induced by this combo worth the trouble? If I’m not wrong, the opponent gets at least 60 damage (damage setting at 2/4 and opponent vitality at standard 100%) after being clawed by the Tyrant. However, you can’t OTG after the HC since the combo has already used one OTG. Put it simply, use sparingly…
sk+assist, mk, rh, tyrant super. be sure not to wait for the bubble to hit, do the tyrant right after the roundhouse. does aound 50% life on most characers in default arcade. you can’t do the combo without the tyrant, as the bubble doesn’t travel fast enough, but the super animation stretches the time long enough to allow the bubble to hit, really great after catching your opp with the sk zombie
***W/Juggernaut (Dash):
c.lk, c.lk, c.hk + Juggernaut, timed qcb+kk
-The timing on this one is a little tricky, try cancelling into the super just after you hit with the slide
Wow, I never knew you could use Cammy aaa and Juggs dash to combo into Tyrant. Are those combos rollable?
Also, a Jill n00b question for anyone who uses Jill seriously-- does anyone know if an AC ending in qcf+p timed so that it knocks them onto an lk zombie in the corner is ecapable?
ie, call lk zombie, long pause while the zombie walks in, launch, magic series, qcf+p
It looks like they recover from the qcf+p just before the the zombie grabs them, perhaps giving them enough time to hit it with a quick lp or something, but I haven’t had the opportunity to test it out.
First off, gadzap is teh coolest Lighning spell in Grnandia II, thus doubling as a cool s/n. though I’m a DragonZap fan myself LoLz.
Second, I posted that strat a while back.
Third, there are some combos that dont use an OTG. A few of the ones I posted in my last post are unrollable. Those are fully functional for follow ups.
Yeah, but you can use the lk zombie as a sort of insurance plan. . .when you call the lk zombie out and cancel into qcb+kk, it falls, then disappears. The thing is if the opponent rolls, they wake up on the zombie before it starts disappearing. So you sitll win. . . .
Also, an cooler unrollable tyrant combo I’ve been working on is with Storm [a]:
c.lk,c.mk + storm, launch, /\ sj.lp, sj.hp, while you’re falling down they should be smacked into storm’s typhoon, lk just before you land, then land and then qcb+kk. I’ve gotten it to work a few times, but I’m still tweaking with timing. . .the neat thing is this one is a flying screen combo, and you can still follow up with the combo of your choice, since storm keeps them just enough off the ground to both get nicked by the super and save you an OTG.