Here’s what I’ve been playing with…
[corner]
Cr. :l:cr.cr.:h::d::df::f::l::l::d::df::f::h:[FC] (opponent crosses up overhead) DP:m:(back in corner) :h::s:SJC :h::s::f::d::df::l:
475k I believe
My problem is I can’t get the roundhouse kick[FC] to hit consistently. Any tips?
Then I have outside the corner… After the [FC] , [FC], dash forward :s: into air combo.
hi there someone knows how fast the grab it its because i think its the most sloow grab that ive ever seen i play morrigan wesker and even she hulk and it looks like shes the more sloow of all and i relly hope see a lot of jill on the tournament tonight if dont a have to think
that she is like jury ssf4 besides you have to play vs another people you have to play vs your own moves i mean i really love juri and shes one of my main but shes from far top tier shes must like a fun char and i think jill could be the same btw i agree with AREK this thread its 1 of the most organized and i have a dout that i dont know where can ask this how can put an image to my profile i check my settings and chosee when a image should be and just go back to the same.
thanks
So, I’m getting kind of annoyed with people having :qcf: :l: :l: in their combos, doing that rapes your damage output. The flip kick does 70k and forces you with a follow up that does 40k~. When you could just go into FC Somersault (90k), to :h: (60k), :s: (63k)
It is understandable. People play this game online, and :h:, [FC] into Somersault is not as reliable or easy to do. And that damage difference rarely matters if you go for a DHC trick, especially if you use an OTG assist. The opponent dies either way.
Pulsr yours was the first combo I learned when I picked up Jill but like Carpark said it gets me in trouble when I play online. Plus I have a personal problem going from crouching normals to standing :h: into the somersault kick. At least for me, I like having a scrub combo to use right now and a combo with tougher execution I try to perfect.
got a few questions about this combo
-if I don’t start with 2 bars, how much meter I need to at least get me the DHC?
-does this work midscreen? Also is dash/teleport optional in order to hit the first low shot and the wallbounce punch?
-how late can I do Hyper or LV3 as Wesker to guarantee a kill if the combo above can’t quite finish the job?
-you’l work up the par you need for the DHC if you have one already
-Midscreen but you gotta mentally note where you are when you do the wall bounce, because sometimes your deep in the corner, or sometimes your not too far away. practice using it and following up with H for a while to get an idea of what to do at what distance.
-if you wanna do weskers level 1 you gotta hit A1 +A2 to activate, which means in some situations ull burn the meter and not even kill them. to level 3 you need XFC.
but youlll pretty much know if you’ll have to do it at the [KJL] loop with wesker in the air. if they have a suspicious amount of life left, end it with another hyper tagged on to the combo, but if it looks like they are going to die, don’t bother
(Question #1)
1 bar, by the time you get too the DHC part of the combo you will have enough meter to DHC
(Question #2)
Yes. the bigger the character the easier. The hardest part is making sure the character being hit is low to the ground before launch. If they are to high up when you launch Jill will be behind them.
You dont usually need to dash after Weskers Ghost Butterfly because Jill pushes the opponent quite far in her combo. (Maybe if you were all the way across the screen)
(Question #3)
After Weskers standing Hard after the wall bounce.
Or you could X-Factor the low gunshot then hyper.
Or if you have a good assist such as Dormammu’s Dark Hole you could do it at the very end of the entire combo.
IE: … DHC (Wesker),:qcb::atk::atk:,:df::h:,:d:,:h:,:qcf:,:h:,:s:,j.,j.,j.:h:,j.:s:,:a1:,:df::h:,:dp::atk::atk: (Dormmamu Dark Hole assist)
Does Approx. 1,500,000
Kills entire cast even old Sentinel.
Yes! Now I can say I am a total badass and its halfway true!
Level 3? A little excessive, no? Anyway, this is the combo I do:
Assist-less :l:, , :h:, +:h:, :qcf:+:l:, [FC] :l:, :qcf:+:m:, [FC] :h:, JC, j.:h:, j.:s:, :h:, :qcf:+:l:, :dp:+:atk::atk:, DHC (with perfect timing) :qcb:+:atk::atk:, (Wesker), :d:+:m:, :d:+:h:, :qcf:+:l:, :df:+:h:, :d:+:m:, :d:+:h:, :s:, j., j., j.:h:, j.:s: (at this point opponent is cornered), :a1: (Jill’s Arrow Kick), :df:+:h:, the assist makes them leave the corner, this is important, :d:+:h:, :s:, neutral jump :h:, :qcf:+:atk::atk: neutral jump and wallbounce out of the corner ensure the Phantom Dance catches them in the middle of the screen for about 15 hits, maximizing the damage. Depending on the opponent the damage varies slightly, usually does 1,200,000 (the perfect one is 1,235,600), enough to kill everybody (well, Thor will live but who gives a damn about him). This is a really easy and reliable ToD combo.
Nah I’m not talking about the meter cost, I’m talking about 1,500,000 damage, everyone will be dead half way through the level 3. Might as well finish with Phantom Dance.
Why is the die loop say it requires x-factor level 2 or 3? It works in level 1.
And for the love of god stop putting [blah] instead of actual combo notations, it makes it impossible to read and I’ll never memorize it. You’re making it more complicated than it should be.
Hey guys I didn’t see this posted yet - sorry if it’s tucked away somewhere.
You can do a simple loop with Jill’s overhead by cancelling it into Knee Drop while juicin’ on the level 3 red glow. This works because the overhead puts you airborne, and the drop makes you land in normal stance.
Here’s a basic meterless example to get you started:
in XFactor j.:h: j.:s: :h: :f::h: on hit j.:qcf::h: :h: :f::h: on hit :qcf::l: :s: [air combo followed by OTG throw]
w/ lvl3 XFC ~1mil dmg + around 2 meter gain for this extremely simple combo
you can do something fancy after the launcher at the end like j.j.:h:j.:qcf::h: relaunch w/ :h: :s: j.j.j.:h:j.:s: OTG throw for a ton of meterless damage (around 1.5mil).
edit: after some additional testing I found you have to be very tight with the knee drops on some small characters at midscreen, arthur in particular so far. Try using just :h: before the overhead so you’re not so far away + different strength knee drops
im sure someone with better execution can get this combo higher. But this is one I have been using today to pretty good effect. It requires an OTG assist and Tron. (I personally use wesker.)
c:m: c:h: :h::qcf::h: j:h: c:m: c:h: :s: j:m::h::s: OTG :dp::atk::atk: on the final hit DHC into trons :dp::atk::atk: It missed right when it comes out but catches as she is falling reseting the damage putting it at 815k