Somersault Feral B Combos on hit, on block it is a block string.
Oh, so it’s really just more of a hitconfirm.
I prefer flash kick into Feral Dash. It combo’s on hit, and on block gets you back in their face with the advantage thanks to all the guardstun from the flash kick.
Im going to sound noob but what does the j. stand for in the combos? and i also see b. as well. like j.M b.M?
j. stands for jump. So, jC means jumping C.
b. stands for back, you’ll see alot of SF players use this instead of 4. So, b.C means back C, which is the same as 4C.
So, I haven’t touched this game since UFGT and I barely played it beforet hen lol. Did Jill get any new combos in Ultimate?!?! And I think I’ll finally play this game for real after SB. Finally gonna put my hate to the side and just play it and do my best to rep Jill, Morrigan, and X-23 cuz people are failing at playing those chicks (no offense to anyone in here. I luv u Pulsr)
jills damage potential lies in dhc glitch or team cross supers…i play mag a mean jill n doom…machine gun sphere flame crossover super equals death!!!
i hope she gets to use her smgs....mag jill doom
Here’s a few combos I do Online, that are pretty good.
M,H,2H,4H,Feral Crouch,H,j.HS,j.MMHS,MMHS,4H,S,j.MMHS,Call Chun,MGS,Arrow Kick,Double Knee Drop H, Feral Crouch,H,Raven Spike—> Depending on how agressive your opponent is, You can usually end this combo with a quasi-reset. After the Raven Spike ends, you ahve enough time to enter Feral Crouch again,and Summersault and catch your opponent. Or… If your opponent is defensive, you can Feral Crouch into a mixup.
Here’s another nice quasi-reset that alot of players Online fall for.
M,H,2H,4H,FC,H,22S,Roundhouse (FERAL CROUCH FEINT IT), 22s, Dash Forward,M,H,2H,4H,Feral Crouch,H,j.HS,j.MMHS,MMHS,4H,S,j.MMHS, “The Works”.
Easiest Reset that catches EVERYONE. However, I repeat, the Roundhouse should NOT hit. “The Works”= a Double Hyper, OTG’d Arrow Kick/Double Knee Drop into THC/Hyper, or whatever the hell you want it to be.’
MOAR COMBOS HOT FROM THE LAB: Jill/Chris/Viewtiful Joe/Chun-Li/Viper/Dante/Wesker.
22S,UpDirectional,S, j.MMHS,MMHS,land,M,H,2H,4H,22S,Sum Salt, j.HS,j.MMHS x2, Fallen Prey/OTG, Arrow Kick, Double Knee Drop, Fallen Prey, Chris OTG, 22S, Raven Spike.
builds 1.5 meter and 805k damage and sets up for a reset. You can DHC/THC if you want for a touch of death as well. Works on Meaty and Larger characters.
I’m confused. With UMVC3 arriving, do her basic bread and butters still work? It feels like the one I used in vanilla doesnt work. It feels like since the DHC glitch doesn’t work anymore she’s really low damage all of a sudden. It’s tough and frustrating. I can do a basic BNB with vergil and get close to 600k for 1 bar with just magic series combos but I work really hard with Jill and only top off at like 400-500 with meter.
I posted this in the team building thread but again…whats the best bnb for her? I tend to use cartwheel to feral m, crouch dash, juggle, launch, mmhs, fallen prey…
Also, what can she do off of a dp m?
I’m not mistaken it was who posted the pulsr Bnb Jill’s in here somewhere
L, M, H Somersault jump H, S, H down, back H, Somersault, Jump H, S, H, H back, cartwheel, Somesault, Machine Gun spread
this combo is between 600 to 620 k
with DHC for vergil, I got to 920k with 3 bars
My current Jill BNB is:
xxx H, 22S, H, 9H,S, Land, 4H, 22S, H, 9H,S, Land, 9M,M,H,S, Land ->
H,4H, S, 8M,M,H,S, THC
or
H_4H, 236B, H, 236M+H
The old Jump loop BnB works just fine also, saves your bounces, which may or may not be important for your team.
Does the H_4H, 236B, H, 236M+H ender work from a L starter? Every time I try it they flip out at the 236M.
The same happened to me!
Make 4H, 236B, H, 236 M+H, so it worked for me
the last jump S has to be very low,
ok thanks
So tonight I decided to say fuck it and try to learn Jill since A. She’s my favourite Capcom character and B. I’m tired of not using DLC. I notice in the recent posts the BnBs use the Feral Crouch cancel how necessary is this? I more or less have the basic combo down of:
:h:
:h::qcf:
:h::uf:j.:h:j.:s:[KJL]
:h:
:h::dp::atk:**:atk: (or sometimes I do S, sj. MMHS after the second 4H)
So is it mostly a matter of preference or is the damage differential that much greater with the cancels? I intend to eventually learn those, but as someone who’s fairly basic at execution I’m taking this one step at a time, thanks.
As far as BnB’s I feel there are really two options. Pulsr’s combos which use alot of feral canceling to increase Jill’s solo damage to the limit. Or my combos which use feral cancels to try and avoid using the ground bounces to open up new ways to use your assists in the combo.
So yeah, i’d learn the cancels…
All right then thanks for the input I’ll probably experiment with both tomorrow
Feral cancels aren’t as hard as they look, so you should be able to get it pretty fast.
The damage difference is significant, but you don’t have to do the hardest possible combos in order to win. One FC should be enough for a beginner combo. But you aren’t learning Feral Cancels for the damage alone. FC cancelling is the reason to play as Jill, if you can’t do them, even on basic level, you aren’t fully utilizing her powerful ground mixup. Without FC you have to rely on her overhead more, or use Flip Kick (since it is safe on block) to enter it. Not to mention, Jill is rather unsafe without FC cancels.