From anywhere on the screen, L, M, H, B+H, FC H, JMP H, JMP S, JMP M, JMP M, JMP H, JMP S, M, H, B + H, QCF + B, FC H into machine gun super is 720,000 + for any character.
In the corner, overhead to light knee to H, D + H, B + H , Arrow Kick, JMP H, JMP S, M, H, B+H, QCF + B, FC H into machine gun super is 790,000+ for any character.
So, one of the best ways to boost you damage in this game is to come up with a combo ender that will work pretty much regardless of hitstun scaling (ala Dante). So I tried to come up with something like that for Jill. This is what I came up with:
I am sure, Missiles willn’t hit exactly in OTG position for the last part of it and I’m not changing Deadpool’s Quick Work for Katana Rama since Quick Work with Jill is dirty so, oh well…
You can totally do it with Doom (just tested it). The timing is, ~5C>4C+Call Missiles>S>jBBCS>-/>Missiles Hit>Double Bounce ender. In fact, this is probably the best overall OTG assist for Jill. Deadpools OTG is the only one that won’t work because it ground bounces.
Also, I just figured out how to break 1 million with Jill without DHC off one bar from midscreen. The best part is, is should work for alot of different teams including yours (Though for some combinations you might need a bit more than 1 bar to start with). I’ll get a vid up right quick here.
I just posted an different one that might work for your team (you’ll have to try):
Also, in the case of DeadPool’s super, you can’t do a jump loop, you only have time to do 5C>4C>623AA. So you have to start with a little more then one bar in the tank. On the bright side, Hidden missile OTG builds more meter then something like Samurai Edge or Seismo (slighty), so you won’t need much more meter.
Ultimately, its the concepts in the combo that are important, I haven’t seen people exploiting the properties of Jill’s move set in her combos, most people just go straight for the DHC glitch. This hurts meter gain, and restricts you team building.
You can THC with Wesker:
Untechable knockdown>A1+A1>22S~C>623AA
However, if the hitstun scaling is too high (and it probably will be), the machine gun will force them to tech out of Wesker’s Super. The plus side of this is that it might reset them due to the nature of Wesker’s flight patterns. At which point you can very likely continue comboing them. I’ll play with this tomorrow and make a vid if it turns out to be actual technology and not just theory.
Alrighty, this version will work with your team (Replace Viper with Deadpool and Happy Trigger!)
Also, thanks to this different approach to the wall bounce ender you don’t need an OTG assist. It goes:
~~~>S>jBBS>THC(Jill+Duration Super)>BackDash>236C>j236C>22S~C>623AA
You might even be able to stick an assist at the end for a bit more meter gain or damage, for example:
[INDENT=1]Also, thanks to this different approach to the wall bounce ender you don’t need an OTG assist. It goes:[/INDENT]
[INDENT=1]~~~>S>jBBS>THC(Jill+Dante[any duration super])>BackDash>236C>j236C>-/>Call Dante>22S~C~22S>623AA[/INDENT]
[INDENT=1]or[/INDENT]
Hopefully one of these will three methods will work for your team. They aren’t as easy as the DHC glitch, but they will work on non-DHC glitch capable teams, and they should still work in Ultimate.
This method will work with Proton Gun (for example), I know IM is a popular Jill choice.
That depends. On paper the 236C one is better, it does more damage, it’s faster, causes a hard knockdown, etc… however it is extremely hard do combo off of outside of the corner. You can feral cancel the Feral B on hit (you can cancel 236C only on wiff), so you can always combo off it (fr.B~22S>6). It’s also really hard to combo into.
So, I think 236C is much better, but there are times to use 22S~B. For example, in my vid, if I’ve used the wall bounce, my ender becomes call OTG>22S~B(hit)~22S~6~623B~5A(reset).
You can always just do Somersault into option select feral B. It gives you a hard hitting start as well as giving you a very nice block string. I think some characters can mash A between it (4 framers)