Quick question: if Jill is in XF lv. 3 and uses mad beast, do that make her the fastest character in the game in terms of movement speed?
Not sure but she is HELLA fast in lvl 3 with Mad Beast.
Anyone found any effective ways of getting in with Jill yet? All these combos are dope but i need some kind of foundation for moving in with her. She’s obviously one of those characters who needs a good cover assist to bring out the best in her. Right now I’m using Mag and Sent because their assists make everyone better and Mag assist really gives Jill some flexibility in combos. Besides that Mag and Jill can setup the DHC trick for Sent.
And her crouch canceled Arrow Kick is looking like a solid way to fight advancing guard, especially if you know your opponent’s blocking habits.
Slide goes under (most) projectiles, Arrow Kick goes “over” (some/many/all?) projectiles. Both probably get hit by a tatsu, because that makes sense. As is it seems ugly but maybe FC Arrow Kick is flexible enough to substitute for a lack of direct air options. As is it doesn’t seem like she has anything to keep a lot of characters from running away.
XF3 Mad Beast is unplayable IMO. I dash 2/3 of the way across the screen before I press another input, I’d only even suggest trying it to run away from Phoenix.
Jill’s Somersault has invincibility and will also beat out super. Hope this helps.
Sweet combos but, which one do you OTG after the arrow kick straight into the wall bounce and dive down which? L.M.H
Fastest in the game? No, no, man. More like fastest in history. I can’t even do basic magic series into Flip Kick with her consistently, that’s how fast she is. Even Desk said and I’m quoting him: “her Level 3 is ridiculous. Very, very hard to get used to but it has huuuuge potential”.
I made a transcript for Desk’s Jill combo video ([media=youtube]kGMULRsG8Go[/media]).
In spoiler tags because there’s so many colors, lol.
Jill Combos
Spoiler
fc = Feral Crouch Stance
1 (Cap): (j., j.
, j.:h:, j.:s:) * 3, :s:, j.:h:, j.:f::d::df:
, :d::df::f::h:, j.:h:,
,
:h:, :s:, j.
, j.
, j.:h:, j.:s:, :f::d::df::l:
2 (Ammy): j.:s:, , :d:
, :h:, :d::h:,
:h:, :d::df::f::l:, fc.:l:, :d::df::f::l:, fc.:l:, :d::df::f:
, fc.:h:, jump cancel, :d::df::f:
, :f::d::df::atk::atk:
**
3 (Doom):** j.:s:, , :f::d::df:
,
, :h:, :d::d::s:, fc.:h:, jump cancel, :d::df::f:
, fc.:f:,
, :f::d::df:
,
, :d:
, :h:,
:h:, :s:, j.
, j.
, j.:h:, j.:s:, :f::d::df::l:
4 (Trish): j.:h:, j.:s:, j.:h:, j.:s:, , :d:
, :h:, :d::h:, :d::df::f:
, :d::d::s:, fc.
, forward dash,
,
:h:, :d::df::f::l:, :f::d::df::atk::atk:
5 (Deadpool): :d::df::f::l:, :d::d::s:, fc.:f:, :l:, , :h:, :d::df::f::l:, :d::d::s:, fc.:f:, :l:,
, :h:, :d::df::f:
, fc.:h:, snapback
6 (Chris): j.:s:, :h:, :d::d::s:, fc.:h:, jump cancel, j.:h:. j.:s:, (j.
, j.
, j.:h:, j.:s:) * 3, :s:, j.
, j.
, j.:h:, j.:s:, dash forward, :f::d::df::l:
7 (Sentinel): :s:, j., j.
, j.:h:, j.:s:, Chris assist, :s:, j.
, j.
, j.:h:, j.:s:, (mine hits), j.:h:,
:h:, :s:, j.
, j.
, j.:h:, j.:s:, Viper assist, :f::d::df::atk::atk:
8 (Deadpool): :s:, j., j.
, j.:h:, j.:s:, :l:,
, :h:, :d::df::f:
, :d::d::s:, fc.:s:,
,
:h:, :s:, j.
, j.
, j.:h:, j.:s:, :d::df::f::atk::atk:
9 (Arthur): , :d:
, :h:, :d::df::f::h:, feral cancel dash to jump?, j.:h:, j.:s:,
, :h:, :d::df::f::h:, j.:s:,
,
:h:, :d::df::f:
, :d::d::s:, fc.
10 (Tron): j.:s:, j.:h:, j.:h:, :d::db:
:atk::atk:,
, :d::df::f::l:, fc.:f:,
, :d::df::f::l:, fc.:f:, :h:, :d::df::f::h:, jfc.:f:, jfc.:f:, j.:s:,
, :h:, :d::df::f:
, fc.:f:,
, :f::d::df::atk::atk:
11 (Dormammu): , :d:
, :f::d::df:
,
, :h:, :d::df::f::h:, j.:s:, dash forward,
, :h:, :f::d::df:
, :f::d::df:
, :d::df::f::atk::atk:
12 (Deadpool): j.:h:, j.:s:, , :h:, :d::df::f::atk::atk:, xf1, dash forward,
, :s:, j.
, j.
, j.:h:, j.:s:, :l:,
, :h:, :d::df::f:
, :d::d::s:, fc.:s:,
, :h:, :s:, j.
, j.
, j.:h:, j.:s:, :f::d::df::l:
I hope its right. I practiced Jill enough to know her moves and BnBs, but I haven’t actually done these combos yet.
Actually her aerial dive is simply :qcf:, not :dp: but otherwise seems fine. (Combo #1)
Also in the Arthur combo, there is no cancel. I do believe that her :qcf:+:h: keeps going if it hits a crouched opponent (can someone confirm this, because I’m confused). I suppose Arthur is tiny enough that this happens on him standing?
I was actually about to ask what you guys thought of using that into a FC cancel to sort of hit confirm an anti-air? That way if they jump in and block you don’t fully commit to the flip kick?
Not sure where to put this or if it’s already known here, but yesterday I calculated Jill’s X-Factor damage increases.
Level 1 - 125%
Level 2 - 150%
Level 3 - 175%
How much meter it builds? :3
Most of it is right, but it seems you have mistaken a few st.:h:'s for st.'s and
+:h:'s, also, you missed about half of Dormammu’s (11th) combo.
My attempt:
Desk combos
Spoiler
Combo 1 (vs Cap) j., j.
, j.:h:, j.:s:, j.
, j.
, j.:h:, j.:s:, j.
, j.
, j.:h:, j.:s:, :s:, j.:h:, :qcf:+:m:, :qcf:+:h:, j.:s:,
, :h:, :s:, j.
, j.
, j.:h:, j.:s:, :dp:+:l:
Combo 2 (vs Ammy) j.:h:, , :d:+:m:, :h:, :d:+:h:,
+:h:, :qcf:+:l:, fc. :l:, :qcf:+:l:, fc. :l:, :qcf:+:m:, fc. :h:, jump cancel :qcf:+:m:, :dp:+:atk::atk:
Combo 3 (vs Doom) j.:s:, , :dp:+:m:,
, :h:, :d::d:+:s:, fc. :h:, jump cancel :qcf:+:m:, High Speed Dash :f:,
, :dp:+:m:,
, d+:m:, :h:,
+:h:, :s:, j.
, j.
, j.:h:, j.:s:, :dp:+:l:
Combo 4 (vs Tris:h:) j.:h:, j.:s:, j.:h:, j.:s:, , :d:+:M:, :h:, :d:+:h:, :qcf:+:m:, :d::d:+:s:, fc.
, forward wave dash,
,
+:h:, :qcf:+:l:, :dp:+:atk::atk:
Combo 5 (vs Deadpool) :qcf:+:l:, :d::d:+:s:, High Speed Dash :f:, :l:, , :h:, :qcf:+:l:, :d::d:+:s:, fc. High Speed Dash :f:, :l:,
, :h:, :qcf:+:m:, fc.:h:, snapback
Combo 6 (vs Chris) j.:s:, +:h:, :d::d:+:s:, fc.:h:, jump cancel, j.:h:. j.:s:, j.
, j.
, j.:h:, j.:s:, j.
, j.
, j.:h:, j.:s: j.
, j.
, j.:h:, j.:s:, :s:, j.
, j.
, j.:h:, j.:d:, dash forward, :dp:+:l:
Combo 7 (vs Sentinel) :s:, j., j.
, j.:h:, j.:s:, Chris mine assist, :s:, j.
, j.
, j.:h:, j.:s:, (mine hits), j.:h:, :h:, :s:, j.
, j.
, j.:h:, j.:s:, Viper Seismo assist, :dp:+:atk::atk:
Combo 8 (vs Deadpool) :s:, j., j.
, j.
, j.:s:, :l:,
, :h:, :qcf:+:m:, :d::d:+:s:, fc. cancel :s:,
, :h:, :s:, j.
, j.
, j.:h:, j.:s:, :qcf:+:atk::atk:
Combo 9 (vs Arthur) , :d:+:m:, :h:, :qcf:+:h:, j.:h:, j.:s:,
, :h:, :qcf:+:h:, j.:s:,
, :h:, :qcf:+:m:, :d::d:+:s:, fc.
Combo 10 (vs Tron) j.:s:, j.:h:, +:h:, :qcb:+:atk::atk:, :h:, :qcf:+:l:, fc. High Speed Dash :f:, :h:, :qcf:+:l:, fc. High Speed Dash :f:, :h:, :qcf:+:h:, jfc. High Speed Dash :f:, jfc. High Speed Dash :f:, j.:s:,
, :h:, :qcf:+:m:, fc. High Speed Dash :f:, :h:, :dp:+:atk::atk:
Combo 11 (vs Dormammu) , :d:+:m:, :dp:+:m:,
, :h:, :qcf:+:h:, j.:s:, dash forward,
, :h:, :dp:+:m:,
, :h:, :qcf:+:m:, :d::d:+:s:, High Speed Dash :f:,
, :h:, :dp:+:m:, :dp:+:m:, :qcf:+:atk::atk:
Combo 12 (vs Deadpool) j.:h:, j.:s:, , :h:, :qcf:+:atk::atk:, XFC level 1, dash forward,
, :s:, j.
, j.
, j.:h:, j.:s:, :l:,
, :h:, :qcf:+:m:, :d::d:+:s:, fc. cancel :s:,
, :h:, :s:, j.
, j.
, j.:h:, j.:s:, :dp:+:l:
I’m not sure if this is 100% correct though. Mostly because of j:h: and j:s: looking the same, and Arthur’s double arrow kick combo.
when i do the combo of yours i get way more damage then you posted, and also with that combo on sent i get around 640,000. i think because more of the bullets hit cause hes bigger
can you :d::d::s: after the :qcf: and do Feral
? (then feral crouch if midscreen, teleport then :qcf::l: super?)
Yes, you can buffer any standing move out of the stance without canceling it first. What I’m say is that qcf+L, and qcf+m (both automaticaly puts Jill in the Farel Stance), leave her vunerable. Now I don’t know if she has enough time to cancel into standing from the stance to make those moves safe block, or even give her frame advantage. But otherwise before you can do anything from that stance after these attacks you are left unable to block.
Very Nice!
I’ve pretty much decided to start all of my Jill combos off of H FC into Feral H JumpCancel loop. It’s safe on block, and leaves room for mix up on block. I imagine you can tack on a couple of Feral L’s too before you tag them with that first Feral H. Interessting…
Here’s a short vid explaining it
[media=youtube]X9EKgOfrvOA[/media]
Yes, yes you can. I know there’s a reason why I didn’t do it though. Oh, right. When you do Feral M in the corner, your follow up will cross you up, so when you do the super it doesn’t hit properly or if it all.
[media=youtube]V70ms-hnhMs[/media]
Corner BnB I like to use:
:d::l:, :d:, :h:, :d::d::s:(cancel to Feral),Feral :l:, :qcf::l:, Feral :l:, :qcf::h:, air :qcf::h:, dash under,
:h:
:h:, :dp:
(now they’re back in the corner),
,:h:,
:h:,:s:,super jump
:h::s:, (OTG:dp::l: or call Wesker OTG gun, :d::d::s:, Feral :h:, :qcf::atk::atk:) = 501,600 (up to 636,000) dmg is kinda random on the super.
Doesn’t work on Zero, Vjoe, Arthur and Ammy (too small to juggle afer dpM)
I doubt its new to any of you guys, but on larger characters you can jump in MMHS qcf+L into a ground chain.
My execution isn’t that great, so I haven’t really been messing around with her FC yet, but I’ve been able to net around 550K damage with one meter and no assists mid screen using this opener. The damage is lower in the corner, unless you trade the Gun Hyper for her DP Hyper. (Raven whatever…I’m baked.)
my combo is the following:
j.MMHS, qcf+L, st. M,c. M, st. H, qcf+M, H, sj. H, j.S, st. M, st. H, qcf+M, H xx Gun Hyper.
Ninja Edit:
You can also go right to launch before the last cartwheel if you wanted to.
I got 606 doing this same combo with Sent drone assist in the corner. It’s basically the same combo up until the launch. There you press S + Sentinel, j.m,h,s. land backdash gun super