I’ve got many teams that are able to push close to 1mill with Jill, but the problem is this team is so reset heavy and setup heavy that like you said, damage is the only thing truly lacking with this one.
Damn, it just sucks that my team is terrifying everywhere except for the damage department; maybe because the DHC’s from Jill to Frank aren’t damaging enough.
You’re right. That’s why I spend time trying to do the more damage I can with Jill. Basically I try to build one meter to DHC into INFERNO, that gets me 920-960k, I guess. Even sometimes I do a upward TAC to increase damage and combo it with INFERNO. That’s what I have as ToD. (Of course Hulk, Thor, Nemesis, Taskmaster are such badass)
Actually, I was playing online today against someone with some bad lag and I accidently made this combo do slightly more by adding a Flip Kick after the :h:. So it’d look like this:
Somersault, :uf: late :h:,:s:,:d::h:, :h:, flip kick (don’t feral cancel), :h: (somersault), feral cancel, (jumping roundhouse), feral cancel, dash, feral cancel, somersault, cartwheel, somersault, machine gun spray. -712,100 damage
It does more damage but you have to land the last somersault when the opponent is just about to hit the ground and it won’t do the full 712,100 damage if they end up in the corner. So yeah, it’s mostly situational so I’m just going to stick with the other combo. :xeye: Just thought I’d mention it though… dood!
*Samurai edit: Actually, if they end up in the corner, you can just feral dash behind them after the cartwheel and do the somersault from the other side. So yeah, more damage with just a little bit more effort… dood!
Now my standards have been set exceptionally high and I’m slightly confused, having been out of this particular loop for a while now. Is about 700k Jill’s best average damage for her solo combos, can she even reach that from any grounded normal confirms other than H, and should an H confirm be netting me much more than 700k solo?
Although it is common knowledge I just remembered that Jill keeps her mad beast lvl 3 buff even when tagged out. Now it is currently a rarity to even see jill at a high level of gameplay and even more rare to actually see someone utilize mad beast. However it seemed like it might have some uses if you are willing to spend the meter but I haven’t had the chance to look into these ideas. If your current point character dies and Jill is incoming it seems like she could use the air feral dashes to avoid some incoming mixups if she was already in madbeast.
However I am unsure how useful that would be, if useful at all. The real utility of this would be something similar to this.
[media=youtube]l1nm_IUC2QU[/media]
Of course Jill can get a combo using her somersault crossover counter, and I’m sure an even more optimal combo could be made from CC somersault when you have mad beast. But what about arrow kick? Jill can combo off of arrow kick easily in Mad beast due to the air feral dashes, so in this case you could use arrow kick crossover counter like rapid slash in the aforementioned video. If the arrow kick hits you could end up building back a good amount of the meter you spent setting up mad beast and the meter on the crossover counter. Even on block you could still setup madbeast arrow kick chip games with assists or simply feral dash out of the arrow kick for mixups.
Does anyone see any possible use of this? and does anyone know if Jills assists/CC work any differently in madbeast?
You would only ever CC with Somersault because of its invulnerability, and even then it’s only good for escaping severe beatdowns, and may not even work since it’s not like time stops when you CC; they can still block on reaction in several cases. Don’t get me wrong, it’s sweet when it works, but as a point character, you don’t get that opportunity all too often and it’s an otherwise wimpy assist when you can have an almost full-screen wall bounce or short-range ground bounce for whatever you want.
As for Mad Beast, I would hate to know that Jill is on the sidelines with that active. Sure, you can escape incoming mixups maybe, but you’re still going to have a stupid time trying to block and move and junk so long as it’s on. If you really want to use Mad Beast, it can be combo’d into, and the better players have it kind of figured out, but it’s still a whore to use thanks to the sudden lack of input leniency. Check it:
[media=youtube]4iATbbV4vOM[/media]
credit to Paulo, of course
Again, Jill is a point character, so incoming mixups against her aren’t exactly a high-priority danger, at least not as much as other characters. I wouldn’t concern yourself with it so much especially since, as you say, you still need to improve your neutral game. One step at a time.
I honestly never tested if CC’s are any different in madbeast. However, There’s mostly no point in Switching characters once you activate mad beast, since you can easily combo into Madbeast and build about ~2 or more bars.
Yeah of course, I haven’t even really worked with mad beast much since I tend to end up getting a dragon punch motion instead of a fireball motion if I loop flipkick and cartwheel. I honestly don’t know why yet since my inputs show Im doing the fireball motion each time then the corresponding attack
Still I don’t think I would ever use Jill second or anchor spot unless to avoid a really bad matchup with her. But mad beast does have startup invincibility and NSR said he was working on a TAC infinite with her in mad beast. It doesn’t seem like the worst idea to maybe DHC her out at certain times using madbeast if she has low health, or doing a regular Jill bnb, canceling your last cartwheel into madbeast, hitting them with a launcher and immediately using a TAC to switch her out. All CC have start-up invincibility (some characters can even grab out of their CC if they are in range before the CC attack starts) and may allow some situational punishes by using the arrow kick CC right before the last hit or two of attacks like uni-beam or plasma beam. The invincibility should cover the last hit of the attack making the arrow kick hit before they can guard, and of course you can cancel the CC into MGS if they try to hyper punish.
Actually looking back I wonder if mad beast can allow us to do TAC dash cancels like morrigan or spiderman.
Oh Ho Ho Ho Ho. You can do much more than a simple TAC
much, much much more.
However, although the TAC options are huge, nothing constitutes Having her already in Mad beast in second.
There’s a chance to break the TAC as well. That’s pretty much 3 bars, and a gamble just to pull off damage.
Honestly, here’s what you’re going to do. You’re going to use Mad Beast during a combo and use up ALL OF IT within that same combo and build back a sizeable portion of your meter. It’s Startup invulnerability is great, but that’s putting you at a CLEAR disadvantage.
Cool, you used Mad Beast to save yourself from a Shinku Hadoken. Now you have to deal with:
Not being able to block High
2)Getting in to deal that damage, since your MB bar is already ticking.
Building your meter back.
The loss of Jill’s Best tool:Somersault; and how you will deal with situations where it’s called for without it.
While… If you used Mad Beast during a combo you don’t have to worry about any of those.
I’ve decided to start practicing Mad Beast since I feel I’ve nearly exhausted all other practices with this character. It’s freaking hard, especially the Flip Kick + Cartwheel loop, but I’m starting to figure out how inputs work in this mode. You simply can’t input anything too soon during any action or else it decides you want to dash for no reason. Ironically, you have to take it slow in Mad Beast or else it just completely screws you over.
Mad Beast isn’t as hard as people make it out to be. I use it, and I’m pad player. For me, doing a :qcf::uf: motion rather than a :qcf: motion for the Flip Kick+Cartwheel loop makes it more easier to do it, but that’s just me. I think once you remove the “Mad Beast is hard to control” mentality and just start doing it, you’ll realize it’s not so hard… dood!
Sorry, I just can’t. :shake: I’m not about to waste 3bars on point Jill. Sick combo and mixups, but it’s not worth it. And now that I’m learning Dante I’ll remove her from the team against bad matchups. she’s still my #2 character.
^Every single damn post you make is helpful. For me, doing MB combos is just about going about them in a rhythmic fashion. Once you get the proper rhythm down, you can do em even in lag. For some, like Paulo’s AK Mad Beast combo, it’s great to visualize the motions Jill’s going to make while you do it.
I agree 100% with not only this; but many combos and other things as well. People only have the mentality that something is hard/unpractical which prevents them from pulling it off.
You’re getting about 2+ during your combo, depending on your combo you can conserve both bounces and DHC to DT Dante and go to work. I getcha though, in many cases I would just save the three bars for 3 Machine Gun Hypers or keep them for frank/strider.
I’ve got another quick question. I’ve read somewhere about calling assists in between double cartwheels for the force tech and I can’t seem to get the timing. While in Feral Crouch I do: d df f+assist up forward M. I get the TK cartwheel but ?o assist. What’s the trick>