Nice, I don’t have recording equipment either, but I want to start maybe offhand video camera stuff like NeoArtisan or something because I have some stuff (probably not new stuff, but stuff nonetheless) that could be shown that I haven’t seen on vids yet (like the double cartwheel kick forced tech mixup).
Are there anything combos with: Nova/Strange?
Get in the lab…
[media=youtube]jZGuocr0PCE[/media]
So…jill can combo off of her instant overhead in xf3 for at least a million damage with a basic jump loop(no super needed). It does require you to be right on the opponent, but that’s what feral dash is for. Does anyone else think that jill can be an amazing anchor?
Eh I’ve seen her used as an anchor before and it’s okay. In my opinion Jill anchor is not amazing because it’s too easy to run away from her. People with flight can literally stay up in the air until Jill’s XF runs out. Also Jill’s assists aren’t the greatest either so it’s not like she’s contributing a lot to your team composition either.
Jill anchor is ass
Yeah, tbh I think the same thing. My friend who I play regularly is a trish player, and I can never catch that whore. Not even with viper. Anyway I guess I though it was just cool that she has another tool in her arsenal to open people up.
Just wondering but most of you guys play Jill on point right? How is Jill on second (that’s for Dunamis)
Even though I’m weaning myself off anchor Jill I think she’s pretty good. There are some bad matchups in certain airborne characters but I think there are worse anchors who also have bad matchups. Look at some1 like Windzero, he makes it work just by doing arrow kick, FC, dash behind. Beyond that she has every way to open a char … up down left right grab. And there’s always Mad Beast =]]
No one knew the Jill matchup when Windzero played against his opponents.
In that case, the people who go to the STA biweeklies either still don’t know or he’s just pretty good, since he still finishes top 3 or wins every single time. I think the knowledge or lack of knowledge in a certain matchup counts for something, either way.
However I won’t say using her anchor is overall the best. I like her 2nd or 3rd.
Yeah that’s true too. Playing unknown characters is a kind of advantage in itself. Especially with someone like Jill who always seems to be well regarded as a character, but is never played. Personally I think she’s best on point since I like to think of her as a crazier, more reset heavy version of Wolverine.
Scorpion Machine Gun - The gift from God. When equipped with two it gives the user the ability to do hella barrel rolls at 60fps.
You kno what… people still get hit by Hail Mary MGS.
I’ve been experimenting with Jill’s slide (down M) for a while now and I think I’ve found some pretty useful reset opportunities with it. Probably not new but what happens is I use the QCF M Cartwheel kick twice in a row (or use my ground bounce two times in someway ending with QCF M). I feral stance cancel the second cartwheel kick and cancel the feral stance into regular stance by hitting S. Then I immediately hit down M and my assist 1 button at the same time (Taskmaster horizontal arrows). Depending on where they roll, several things happen:
Back roll means that the opponent has to deal with a meaty slide that combos into her regular BnB.
Forward roll means that the tip of the slide catches the opponent and still allows me to combo (I think?) because Taskmaster arrows still hit the opponent (I need to experiment with what kinds of combos I can still do after that though). This is where I wish they hadn’t nerfed the slide range with Jill.
Neutral tech screws up the reset, but I’m depending on the opponent not neutral teching since that’s pretty rare (of course if they do, that means a free happy birthday opportunity 0_o ).
Of course if they back roll, there are other options instead of slide like overhead into double knee drop or canceling the slide into a command grab very quickly. Let me know what you guys think.
That’s actually pretty good; I do the double cartwheel too, except after the roll I just slide behind and hit 2M (in the corner). Midscreen I just react to their roll and Feral dash, 2M, H + weasel shot, which is kind of the same thing. 2M is the best like i said in another post abuse abuse abuse.
Another thing do is after w/e bnb that ends in a ground bounce cartwheel kick, I’ll cancel into FC and then do Fdash Up, S as late as possible so they recover more or less standing (I think they can roll though). It’s kind of the same thing as it puts them in a spot where they will block 2M again.
I almost bought a Skorpion IRL because of Jill. I probably will one day honestly. But they won’t be full auto.=[
Some video footage of what I was explaining before. The parts after that aren’t really that new, but whatever.
[media=youtube]M5PeM4WJ0CA[/media]
yeah that’s pretty good.
yeah, c.M is the default “go to” reset option, and IMO in the top three best tools Jill have in UMvC3, has a good amount of active frames. too bad she doesn’t have her c.H and charging star from MvC2.
So I’ve been trying to pick up Jill again since Ultimate came out (used her in Vanilla but dropped her after awhile), and I’m trying to get down some of her combos.
:d::l::h:[FC]:h::uf::h::s::h:[FC]:h::uf:j.:h:j.:s:[KJL]
:h::qcf:
:h::qcf::atk::atk:
This one here, I’m having a lot of trouble when I do the second j.H J.S to KJL (the dummy flips out at this point). Can someone explain it to me or show a video? I wasn’t quite sure to look in this vast thread to figure it out