Nah, I don’t think Mag is her best assist at all. EM Disrupter causes a soft knockdown meaning comboing off of it is a bit more difficult than everything else. Also, although it’'s a beam, it’s speed makes moving in a bit harder (instead of two mixups and feral Dashes you get with other assists, your getting one). It’s decent for resets and has a reliable DHC and a quick move in, but that’s it. I guess it would be useful from a full screen distance for a quick move in, but jill should never be a full screen distance away anyway.
With Sent, the assist call is very slow and makes her get bopped by anyone with a projectile hyper more often than not. Even if you have a MGS to save her, MGS doesn’t beat everything and MGS+Sent assist call can get bopped by Some Hypers.
Strider is her best assist due to acting as an anti-air to reverse her bad matchups, huge combo extender, one of the best reset assists, THC that allows her to setup high/lows with hitbox flood, and allowing two dashes. Let’s not forget to mention the Hard knockdown sets up some mean oki as well. It makes the “reverse” Triangle as Like to call it extremely more effective.
Pressure Wise I feel like Frank West, IM, and Coldstar are best. Frank West is so powerful because of how long it is, and it’s shear speed. Both of those factors allow Jill to go for high lows/left rights (lol 6H) at the same time and of course allow 2 dashes. Jill has no problems getting frank to 4 since she can get it with a DHC into Blue Light Special (if your already called his assist) and snap a pic on all of P1 side and most of P2, or a DHC into survival techniques+Arrow kick. The THC is EXTREMELY effective since it gives Jill large projectile Durability that she can combo off of or set up resets. Frank West. along with Ammy is great to call on the Start of the Round gambit as well to keep you in the ass. Keeping them grounded is vital as well. Of course this means you have to give up some of your damage output to Get frank to 4, but that shouldn’t be a problem.
Doom is decent. Hidden missles has huge startup and although a great combo extender will get bopped for how slow it is but do great for incomming mixups. Without a doubt Dooms better assist for Jill is his Beam or Molecular shield, but that suffers from Magneto’s issue of Soft Knockdown as well. The DHC Does good damage but the THC is only mediocre and serves little purpose. His Beam allows for one Feral Crouch movement but is extremely durable and can get you out of Full screen situations. I much prefer Doom with Molecular Shield than his other two assists because of it’s great combo extending, fast startup while still acting as hitboxes that may cover Jill’s approach.
Ammy’s amazing. Her assist allows many tick Command grab setups, Makes the “reverse” triangle extremely unnoticable and hard to block and covers such a large angle distance and hitbox that it’s very unlikely that it’ll get bopped by a c.L or an oddity of that source, Huge Oki comes with ColdStar as well. The DHC is safe and the THC is quite potent, I covered the potency and strength of it in one of these threads. While not being as potent as the Doom and Ammy THC, Jill’s relies of Crossups to get a mixup or command grab. Incomming mixups with Cold Star are ridiculous.
IM’s Great for his Beam and his Repulsor. I feel that Repulsor and Jill is one of the strongest Incomming mixups out right now and creates some of the greatest Corner Okizeme. Repulsor can also be used as a Close up mixup assist combo extender, but once again it gets bopped from mid screen and full screen. It’s great to call during the Start of Round Gambit as well.
I’M’s beam is extremely good as well. It’s hold status, Grounded status, and shear durability and duration make it her best beam assist. Allows about two or three Feral Crouch movements, creates GREAT resets and 50/50’s with the use of Double Knee Drop applications as well. The THC is REALLY good as well due to hitbox flooding and Jill’s movement. If your opponent gets hit anywhere during the THC, Jill can convert it into a reset or Flip Kick Loop. Can be called from anywhere on the playing field and any distance from Full screen (and even full screen) allows mixups,cross ups, and tick throws. Like Repulsor it’s a great combo extender as well.
Although I mention some assists getting bopped more often then others, it’s sometimes quite irrelevant since each assist serves a different purpose on the screen. That’s why I feel that Ammy, IM, Strider and Frank West serve the most important purpose in assisting Jill.
I see, the “I don’t Know Death” makes more sense now haha. That’s the best way to beat your opponent, with them having no idea wtf is going on! Thanks to whoever posted them on NicoVideo!