Haha, I probably missed it somewhere. It’s still good to repost things as reminders so the Jill forum doesn’t die XD.
I got first at being a 100% online warrior because Next Level smells musty whenever I get time off from work and try to go
If your running Sent, DO NOT RUN ROCKET PUNCH. Run either Drones or his (underrated) anti-boppable Sent Force Alpha.
Yeah, Rocket Punch is a terrible assist to use unless you are running the Kane Blureriver team.
Something I never understood well if we are supposed to do a Machine Gun Spray (after Somersault) against an enemy in the corner…
I made some tests and confirmed that sometimes an inverted MGS gives more damage than a normal one (in front of the corner). That’s why i usually feral dash behind the enemy. Like this:
[media=youtube]x8J2DCfWw_s[/media]
But sometimes it does not! How could you explain this? Character specifc?
So you are using it like Wesker/Vergil ults where YOU want to be in the corner to maximize your damage with your MGS?
yeah, that’s what I wanted to say. You know bout that?
i love doing that combo btw LOL … also are any of you guys going to seasons beatings !?
MGS also crosses your opponent up on hit in the P1 corner. Oddly enough, if you have a happy birthday in the corner it doesn’t cross up on P1 side, but if you have a hppy birthday in the corner of P2 side then it crosses up on hit.
It’s a pretty odd move, but due to it’s cross up abilities it allows my frank to easily DHC into blue light and snap a pic to 4.
I hear about Frank’s Blue Light hitting dudes high enough to be able to react off of it and keep the combo, but only on certain sides or something. How does that work? If Jill can manufacture that kind of situation, I’d love to know about it.
Frank can combo off his Blue Light Special Wall bounce as long as your opponent is caught above Frank’s shoulders.
Jill Can manufacture the situation and it’s her most optimal way of getting Frank to 4 in the corner (p1).
Pretty much, it’s odd properties need to broken down in conjunction with Jill’s MGS (which also has odd properties due to it’s size ranging damage and bullet absorption)
In what I’m about to right, Jill can always DHC into blue light. However when I say “cannot DHC into Blue Light” I refer to that the Blue light isn’t going to carry them outside of the corner.
In p1 Corner (1 Character) , Jill can combo into MGS and DHC into Blue light. Your opponent Falls OUT of the corner after MGS allowing you to DHC into BL.
In p1 Corner (Happy Birthday), Jill can combo into MGS but cannot DHC into Blue Light, opponents do not fall out of the corner. However, Frank can snap a pic on the Assist Character
In P1 Corner (Merry Christmas)- Jill can combo into MGS but cannot DHC into Blue Light , opponents do not fall out of the corner. Frank can snap a pic on the two assist characters.
MidScreen (1 Character)) Jill can Combo into MGS–> Dhc at any point into Blue Light. Frank can Combo after with s.S or snap a pic. After snapping a pic, depending on distance you can also FFC.
MidScreen (Happy Birthday/Merry Christmas) - Jill can combo–> MGS–> Dhc at any point into Blue Light. Frank can combo after with a Snap or pic. Should even get you to 5.
In P2 Corner (1 Character)- Jill can combo into MGS but cannot DHC into blue light. Oddly enough, with a few characters they will fall OUT of the corner after MGS allowing you to DHC into BL
In P2 Corner (Happy Birthday)- Jill can Combo into MGS and can DHC into blue light. Can Snap a pic afterward.
in P2 Corner (Merry Christmas)- Jill can combo into MGS but cannot DHC into blue light on all characters. On a few however, it does cross up. Either way Frank can snap a pic on the two assisted characters.
My newest issue with Jill is that she enters Feral Stance really slow; just long enough for me to get hit during the stance change, and therefore killed. Problem is all of the best things she does from attacks to movement are from her stance, and now I’m hardwired to simply be in it and enter it as much as possible. Is there some kind of defensive measure I should be taking aside from immense pushblocking and feral dash pussyfooting, or am I just being stupid again?
Spacing. Also learn to Somersault on the first possible frame (frame 11). Make sure you use Feral Crouch in conjuction with assists, because like every teleport or command dash it isn’t safe by itself.
If you can’t Somersault on the first possible frame, try to get it as close and tight as possible.
If he’s having trouble getting Somersault to come out on the first frame, he could always just hold “H” while doing d,d,S. Not something I use in a real match, but when I’m just goofing around and showing off with combos, sometimes I combo 3 or 4 Low Sweeps in a row, and it’s easier to do it by just holding “L” and just canceling it with d,d,s,d,d,s,d,d,s…etc… dood!
Thanks, dood.
Hey NSR, I noticed that you’ve often said to push 22S to exit the feral stance. Do you do that out of personal comfortability? Because you can just push S to get out.
I’m also curious if Jill’s command grab has any applications. It’s kind of neat that you can cancel a feral dash with it, but I can never get it to safely connect nor can I seem to capitalize on it since my next attack just gets blocked.
Definitely comfortability. Also Jill’s Command grab is able to be kara’d via her Feral Dash to have near full full screen range. You can combo after it however it’s a 3Frame link (only combo a s.L afterward).
Pretty much during or after ANY of your mixups you can Feral Crouch behind your opponent and use it. My favorite application of it is after my modified version of paulo’s BNB during the cartwheel I do two cartwheels, Call Strider, 22S, Dash Behind, Position Exchange,s.L,H,2H,4H,22S,Somersault,etc.
You can subsitute Vajra for any other assist (works great with Sent’s Bombs’s, molecular shield,etc.) but basically it makes it a 50/50 unblockable. If they guess the right way out of your command grab they have to deal with the assist and allows you to stay in and mix up or go for a second one.
It’s one of her most under utilized tools. Also, I’m planning on working on the new organized matchup guide later today or tommorow when I have the day off from work
I am thinking of getting rid of Spider-Man and putting Dr. Strange behind Jill with bolts… and maybe Shuma. Dr. Strange as my anchor.
Thoughts? I am really sick of knowing I can OCV with Sentinel when I lose my 2 fronts, it isn’t that exciting.
I suggest posting something like this in the team-building thread next time.
I spent some time with the Bolts of Ballsac behind Jill, and I might have kept it if I could get behind Dr. Strange; he’s just too hard for me.
It’s cool since it’s super slow and fires two, forcing them to either duck and block or eat it. Capitalizing on the hit can be tricky if they’re not grounded, but if they block it then you have a few shots at mixups unless they use an invincible move or quick super. I’d suggest feral dashing behind them both for confusion and for Strange’s safety. Make sure to go into training to find the combos that won’t drop after confirming with your assists.
Shuma has anti-air with Mystic Ray, which is great for Jill since she can’t confirm decent damage from too high. You are playing Shuma, though, whose unrivaled playing difficulty will more than definitely lose you several games. Just bear that in mind.
I asked here because these are the only Jill players and you guys would know what would and wouldn’t work with Jill.
I have won far more games with Shuma than I have with Strange/Jill/Wolfy/Wesker/Spidey… list goes on. (Haggar/Hulk/Sent though are my winningest)
Yes, but I mean we have a Jill-centric team builder thread in here.
Anyway, if you’re confident in your ability with Shuma and Strange, then I see little problem with it. Mystic Ray isn’t the greatest anti-air, but it exists and definitely is one. You might get into trouble since the Bolts aren’t a real lockdown assist and don’t actually force them to block and you can still definitely get hit, leading to certain death for Jill and possibly even Strange. Bolts go across the stage, so take advantage of that.
I’ve been playing with the grab for a few minutes and now that I know you can combo off of it, I believe it’s just awesome. The best I’ve been able to get out of it though is 523k:
Command Grab, L, c.M, H, 2H, 4H, 22S, Somersault, j.H, j.S, two MMHS jump loops, H, 4H, Cartwheel, Somersault, MGS. (Works from any position on the stage)
Using H sets them too far back for me to get any jump loops off after the Somersault if that even connects. The crouching medium gives me a hit and the closing distance I need to land H, 2H, 4H and still get the jump loops. The delay between c.M and H is pretty strict, though.