I actually saw this yesterday when I was searching but I didn’t count it because it was a teaser.
Jill(a)/Wesker(b)/Sentinel(a)
J.HS,5H,2H,4H,22S~H,J.HS,J.MMHS,J.MMHS,5H,S(call sentinel),SJ.MMHS, land, SJ.236M, land(call wesker), 22S~M, 22S~H, 623ATK+ATK
709,700 DMG builds 1.5 meter. By the time you launch them you have to be near the corner.
edit: alternate combo 726,900 DMG builds 1.4 meter
J.HS,5H,22S~H,J.HS,4H,22S~H,J.HS,JMMHS,5H,S(drones),SJ.MMHS, land, SJ.236M, land(wesker),22S~M, 22S~H, 623ATK+ATK
Nice combo, Im thinking of using Jill (b or y)/wesker/sent as well, because i think jill and wesker just help each other out well (otg ect…). What assists benefit you with sent though if he has to come out himself? I was just wondering how you play that team any tips would be appreciated. I was thinking of Dante/Jill/Sent as a second team as well, what do you guys think. I though Dante would make for a better assist (jam session) then mags assist (proj) so i dropped mags. I was gonna use vergil but dante seemed to be a more suitable partner for Jill/Sent, and Jam Session covers the air (screen control) pretty well.
650,000k solo is pretty good for Jill right?
Alright I have much better combos I will be uploading.
'It’s not bad, does it put them in a reset position? My bnb is ~700k.
The thing with Jill is though, you want to try your best NOT to use her L attacks, since they scale damage pretty badly off my experiences.
Honestly I’m not that good so I don’t really have any useful tips for you. If my sentinel gets snapped in he’s pretty free and none of those assists really help him imo. Luckily he rarely gets snapped in so I don’t stress over it too much because sentinel is always last unless I sacrifice him for dark wesker. Typically with this team I abuse the drones and never let jill out of their face. I always have drones on screen although better players will probably stop sentinel. I’m trying to drop this team but drones make life so easy.
If your Sent is coming in, just born the meter for the hard drive. Most characters can’t really punish easily and it always worth it to get that giant ass hitbox out of the doghouse.
I do that but mostly when he is just coming in as my last character. When he gets snapped I’m usually in shock that they did it and then I’m busy trying to figure out if sentinel or wesker is coming in. People I play snap in wesker more than sentinel but its my fault that my sentinel gets caught in incoming mix-ups most of the time. My friends are usually looking for hard drive though and they all use characters that can punish whiffed hard drive. Making them respect that option does get sentinel in there easier for me.
If you can get 700,000k without assists solo, please let me know what combo you use, I get 740,000k with assists and one super.
I decided to go with Dante/Jill/Sent cause I felt the synergy was better and Jam Session assist just works better for me. I’ll be learning Dante for a
long while in the training room, it should be fun. I need to practice mad beast stuff when I get a chance, for now Im glad Ive found a team I feel works
well with Jill/Sent, for me anyway. My combo ends with MGS and yes it does put them in a reset position. Thanks for the help in advance.
Oh assistless? I apologize, I thought you were talking about your BnB. Damn, sorry son.
Hopefully when I get back on I’ll check my assistless combo.
omg, any combo with double cartwheel kicks into feral dash cross-up reset is 2gud…cannot be stated enough imo. whats the most you can do that won’t kill hitstun for the last cartwheel kick?
any secret assists that turn this into further mayhem? i feel like the strange doctor’s bolts might be serious business with jill but i haven’t tried that out yet and it’ll have to wait for a future training room session.
oh yeah, at the end of my last session i had jill on point with mystic ray on assist and i was hastily trying to figure out a way to launch with mystic ray starting up, force a tech in the air with a normal, then catch em with a (ground bounce) double knee drop from above as they tech into mystic ray. seems like a potentially tricky reset but my execution is the pits so I tried a few variations of timing then said the hell with it and left for work…Any tactical genius have any thoughts on a reset of this nature. Different assist perhaps? maybe off a forced flying screen effect?
in general, ascending ground series (that doesn’t force juggle) + assist ---->crossup dash ----->continue combo into another ascending ground series almost guarantees a combo drop out (depending on the assist ofc). skipping the (to be) blocked H for a position exchange seems unstoppably fast. this is probably well known cuz you guys are pretty sharp on this board, but i thought i’d think aloud for a change…what often happens is i’ll dash in low + assist on a guy and try and lock em into a blockstring for a left/right mixup, but then the whole damn thing hits and instead of taking the full damage scaling of jabs and a full assist before anything beefy has occurred, i’ll take the throw for the slightly less damage scaling–which leads me to my follow up:
off the position exchange, do you guys just swallow the damage scaling and link the standing jab, or do you try a high/low mixup? i’m not a max damage specialist by any means, so i’m not sure how much i should be getting off a command throw with jill.
I just do a combo off the H grab. Depending on how much life they have you can super to DHC, or go for a reset. But I wouldn’t try a reset at the beginning.
High low mixup with L then F+H w/ Lockdown assist.
I usually go into pulsr’s set-up after the position exchange grab and it starts 10 seconds in.
[media=youtube]l5yIGh5721U[/media]
You can also go into other options as well, I can get 613,800 with 2 assists and one super using Jill/Sent/Doom. If it’s Jill solo, I’ll just go into pulsr’s combo from the video. You can also go into resetting them during the combo for 100%. She has so many options, I’ve actually command grabbed as a reset cause there so afraid of getting hit with Jill and Sent drones lock down. Thanks people also have to remind me about F+H, its so godlike and I always get a free combo off that. If they don’t push block its so free. I also like to c.m mix-up some times, they block c.m then I go into the command grab. If they push block qcf+H, cancel into feral if they block that as well. You can also c.m and cancel into feral to somersault them for there disobedience. I have kept people in the corner with just somersault alone.
Feral D, D+S-D+H, this helps you rapid cancel her invincible somersault. Teach them to respect it, and I also use this when I have them in the corner. During Feral, D+L+Assist, D+S and go right back into attack mode with teleports or rapid cancels ect…
Also remember that you can teleport and dash at the near end of the teleport and she will go full screen as well.
If you think that your opponent will try to punish your qcf+h, Feral, after a push block then you want to press S again to get ready to block a gimlet or something.
Although if your reaction is good when you see hawkeye do gimlet you can do MGS to blow right through it. Even as its about to hit you or almost looks like it is.
Try it out in training and record hawkeye doing a gimlet and MGS (machine gun spray) and you’ll see what I mean.
ok, so in the corner, S~mystic ray, sj, air H, air S, [assist hits], M knee drop does catch and ground bounce a forward tech. i’m sure there are quite a few assists that would lead to a similar reset. it happens decently fast. you couldn’t blow a set up with it, but if you think a guy is leaning on the stick, it’ll probably catch em the first couple times, as well as set up mindgames down the road (it also leads to a tech off just one one cartwheel kick obv, so you can catch a guy a sleeping if you’ve trained him to look for two)
[media=youtube]2YR9ZnCO1WI[/media]
I’m probably late in finding this out but I didn’t know that Jill could combo off of 623M midscreen. I use to try it in training mode but I guess I never got the timing. It’s the first combo btw.
edit: It seems to only work on big characters.
Yeah, her 623M is TOO good. You can do it with your opponent cornered too.
Yeah I knew about it in the corner just not midscreen.
just tested it in the lab. Only seems to work with Larger characters (Nemesis, Sentinel), pretty sure you can do it with smaller ones but your going to have to cancel the dash or some BS thing like that.