"I'm No Ordinary Civy" Jill Combo / Strategy / Tech Thread Revamp

PREFACE
I hypothesize that an overall lack of organization and upkeep of the stickied threads on the Jill boards has turned off several potential players from wanting to pick her up. This is my contribution to a possible solution. The old combo thread was severely outdated, including things no longer applicable and lacking any practical combos to break 700k, which is what you want to be hitting regularly AT LEAST with this character. We have come a very long way from poopy 400k combos, and we’re only looking to make it better all the time by constantly learning more and more about her.

This thread’s intended function is to share, discuss, and answer any questions about combos, strategies and mechanics relevant to this character; do not be at all afraid of being shot down to ask or contribute anything relevant, as we’re a happy family that loves to answer questions, help folks out, and potentially better ourselves by trying new things from new perspectives. In this thread, I will cover some of the basics to get you started on understanding this unorthodox character’s combos as they are a bit different than what you may be used to, and any of us will gladly answer any curiosities. This is not a straight-up strategy guide on the general moveset or how to play, however; I am so not writing that out. If you want one, here you go, and thank NonSexualRice: http://www.gamefaqs.com/boards/637240-/62510508
Actually, just thank NSR for absolutely everything, for he’s almost single-handedly acted as poor, lonely Jill’s life-support for the longest time. Expect an updated version of his guide here on SRK in the foreseeable future.

PREREQUISITE ORIENTATION
This section is intended to familiarize any newbies to either Jill or UMvC3.
Check out these tabs if you’re getting started with either one, or just read them anyway; you may learn something new.
Notation

[details=Spoiler]My Notation: I will be using SRK’s prettyful emotes, for I believe that shapes and colors assist in memory and recognition, and I want this to be as easy and inviting as possible. A few things to remember:

-All aerial moves will be prefixed with the letter j
-All crouching moves will be prefixed with the letter c
-All standing moves will have no prefix
-Notation in parentheses are optional
-:d::d::s: always means to cancel the last move with that input as soon as the hit is finished. All of Jill’s non-hyper moves can be cancelled with :d::d::s:
-While in Feral Crouch ( :d::d::s: ), :l:,:m:, and :h: perform special moves. To avoid any confusion in the notation, I will simply name off the moves instead of giving them emotes.

:l: = Sweep
:m: = Roundhouse
:h: = Somersault

Numpad Notation: Look at your keyboard’s numerical pad. Pretend it’s a d-pad on a controller. Those numbers are now directions assuming you’re facing right. Forward = 6, Up = 8, etc. Since the new forum change removed the colorful emotes I was using before, you’ll have to get used to this.[/details]

Imperative Moves

[details=Spoiler]:d::d::s: - Feral Crouch - Jill’s life blood. All of your normals AND specials, even specials that come from FC, can be cancelled into this whether they hit, whiff, or get blocked. You will probably forget what a lot of the end lag on Jill’s moves looks like because you will cancel all of them with this at no cost to stay as fast and oppressive as possible. Most of your movement will come from this move’s “teleports,” which can actually be cancelled by specials and have a little invincibility at the end that you will never take advantage of on purpose. You are going to use this a lot, even in combos, so get used to it. Learn this motion and do it consistently without incident.

(in FC) :h: - Somersault - Jill’s single best move, and your favorite. Every character wishes they had something like this. It is invincible until the hit comes out (frames 1-14), and it can be jump-cancelled by holding :ub:,:u:, or :uf: as it connects, but it will not JC on whiff. The fact that it can be JC’d means that you can Tiger Knee ( :qcf::uf::atk: ) a special move to cancel it instead of jumping. ON TOP OF THAT, it can be cancelled with :d::d::s: just like everything else, meaning you can get two, or in rare cases three (and even rarer cases four) Somersaults in a row, making it extremely safe and terrifying. It does tons of damage and helps make your damage numbers go up faster just by cramming it into your combo. Make your enemies fear that this move is coming.

:b::h: - Reverse Roundhouse - One of Jill’s two command normals. It’s basically a second heavy attack, which is great because you want as many of those in a combo as you can get. Has less horizontal yet more vertical reach than standing :h:. It does the exact same damage as :h:, yet it has noticeably more hitstun. Try this to link certain moves together if you’re dropping a hypothetical combo.

:f::h: - Sickle Kick - Jill’s other command normal. This is a grounded instant overhead that automatically puts you into Feral Crouch upon completion no matter what. Can be used as an unblockable when used in conjunction with lockdown assists. Holding :h: will guarantee a linked Somersault on hit if the victim is tiny or crouching.

:qcf::m: - Cartwheel - Jill’s groundbounce. A decent anti-air usually used to start ending a combo, so you’ll want to reserve your groundbounce for this. Can cross up ambiguously on incoming with the right placement.

:qcf::l: - Flip Kick - One of Jill’s more swift specials. It’s another decent anti-air besides Somersault with more reach and priority than Cartwheel, and it can be combo’d into itself several times by cancelling it with :d::d::s: and doing it again. Slightly faster than Somersault, Flip Kick is often used in Somersault’s place if Somersault will not connect.

:qcf::h: - Arrow Kick - One of Jill’s wallbounces. One of Jill’s best moves for tacking on tons of damage on her combo since its hitstun is crazy enough that you can follow up in the corner despite having used your wallbounce. You can also cancel this move on whiff, block, or before the hit comes out with :d::d::s: for quick and tricky movement.

(in FC) :m: - Jumping Roundhouse - Jill’s other wallbounce. This is a weird one, as it doesn’t have enough stun to even work as a wallbounce too late in the combo if you’re too far from the corner, yet it has very surprising reach that goes almost halfway across the screen, which may be unexpected since Somersault is the big threat seen when you’re in stance. You can take advantage of these effects as a remarkably effective frame trap. A few combos utilize this to squeeze in more damage.

:dp::h: - Position Exchange - Jill’s command grab. What the heck? They gave the fastest ground character in the game a command grab, and she can cancel her almost full-screen feral dash with it? Unbelievable. This move is extremely mean, yet totally slept on. Use it as part of your mix-up game to scare them into jumping–directly into your Somersault. You have a three-frame link to combo this with :l: or a snapback.

:qcf:+:atk::atk: - Machine Gun Spray (MGS) - Jill’s escape plan and combo finisher. Has invincibility from startup to frame 20, and most of the bullets will connect if you cancel Somersault with this, which is usually after :qcf::m:, so make sure you wait until the last minute; you want them to be as low to the ground as possible before using Somersault so that you jump right into them with MGS.

:qcb:+:atk::atk: - Mad Beast (3 bars) - Jill’s intimidating level 3 hyper. This game is often considered easy and lenient for a fighting game. Turn on Mad Beast and throw all of that thought out the window. Mad Beast is its own monster, and takes a bit of dedication to learn, but it makes everyone quake in their boots if you can pull it off. You lose the ability to move normally and are stuck in Feral Crouch to do feral dashes, but you can’t use any FC specials, which means no Somersault. Any worthwhile combo in Mad Beast will be combo’d into before activation, kill, and build back the meter you spent to use it. Has startup invulnerability.

:dp:+:atk::atk: - Raven Spike - Jill’s other combo finisher. Unless you botch Somersault into MGS, this hyper will almost never do more damage than MGS. Tiny characters with odd hitboxes can be exceptions, though. The only other reasons you would use this is if you either need a hard knockdown for a DHC, or you’re in Mad Beast and need to climax. Has a strange hitbox surprisingly high directly above her, angling down at a slope. Will cross up and connect at point-blank range.[/details]

Starter Pack

[details=Spoiler]The idea behind Jill’s combos is sort of a consummation of the philosophy behind everyone else’s combos: use as many powerful hits as possible while omitting the weaker ones whenever possible. Jill has a tough time dispensing damage; it’s taken a lot of work just to get her to a 700k average, but by cramming as many :h:'s and hard-hitting specials as possible, she’s done it. It’s amazing how much less scaling occurs with some of her specials. Try turning on Input Display during her combos for some Christmas fun. Before you get into that, though, you’ll want to grasp some basic skills crucial to pulling off and understanding her combos.

For the sake of continuity, let’s use Ryu as our training dummy. Try this basic jump loop:

:h: > c :h: > :b::h: > :d::d::s: > Somersault > :uf: > j :h: > j :s: > :uf: > j :m: > j :m: > j :h: > j :s: > :u: > j :m: > j :m: > j :h: > j :s: > :h: > :b::h: > :qcf::m: > Somersault > :qcf:+:atk::atk:

If you can pull this off, great. If not, then bear in mind a few tips and factors:

-While canceling into FC, you can hold an attack button to perform the corresponding special as soon as it’s ready.
-j :h: and j :s: have absurd hitstun for normal moves. You can and should delay them greatly to make sure you touch the ground as close to the end of j :s:'s hit as you can.
-Make sure you’re jumping as the notation says. If you deviate from those directions, you run a high chance of missing unless you’re in the corner.

All of that should net you 640k damage. If it didn’t, then you either didn’t delay the last Somersault long enough, or you did it in the corner. Don’t fret, you can still do it in the corner and get full damage. It’s an essential tactic, in fact. When you get comfortable with the first one, try this mild variation:

:h: > c :h: > :b::h: > :d::d::s: > Somersault > :uf: > j :h: > j :s: > :uf: > j :m: > j :m: > j :h: > j :s: > :u: > j :m: > j :m: > j :h: > j :s: > :h: > :b::h: > :qcf::m: > :d::d::s: > dash forward > :d::d::s: > Somersault > :qcf:+:atk::atk:

Feral Dash steals the corner and transforms the climax into a mid-screen combo. Pretty cool, right? Remember that it will only work if you cancel :qcf::m: with :d::d::s: when the victim is high enough to take some time to be ground-bounced, so don’t go practicing it on grounded dummies.[/details]

COMBOS
http://www.youtube.com/watch?v=h_js3chW6F4&feature=youtu.be
Paulo’s Bread and Butter and Overhead Confirms
Paulo’s bread and butters represent the laws of the hardest-hitting Jill combos. It is imperative to take what you can and apply them regularly.

Mid-Screen Version (703k, -1/2 meter)

[details=Spoiler]http://www.youtube.com/watch?v=Fqyvaw_5d5Y
:f::h: > j :qcf::l: > :h: > :b::h: > :d::d::s: > Somersault > :d::d::s: > Somersault > :d::d::s: > Roundhouse > :d::d::s: > dash forward > :d::d::s: > Somersault > :qcf::uf::m: > Somersault > :qcf:+:atk::atk:[/details]

Corner Version (725k, -1/10 meter)

[details=Spoiler]http://www.youtube.com/watch?v=x8J2DCfWw_s
:f::h: > j :qcf::l: > :h: > :b::h: > :d::d::s: > Somersault > :d::d::s: > Somersault > :d::d::s: > Roundhouse > ( :d::d::s: ) > :qcf::h: > j :h: > j :s: > :h: > :b::h: > :qcf::m: > ( :d::d::s: > dash forward > :d::d::s: ) > Somersault > :qcf:+:atk::atk:[/details]

Dood’s Corner-to-Corner Overhead BnB (699k, -1/5 meter)

[details=Spoiler]http://www.youtube.com/watch?v=ODVHxNj1sB0
:f::h: > j :qcf::l: > :h: > :b::h: > :d::d::s: > Somersault > :uf: > j :h: > j :s: > :h: > :qcf::l: > :d::d::s: > Roundhouse > :d::d::s: > dash forward > Somersault > :qcf::uf: :m: > ( :d::d::s: > dash forward > :d::d::s: ) > Somersault > :qcf:+:atk::atk:

Tip: If you hold :h: after :qcf::l: starts, the Somersault will come out and land perfectly.[/details]

Dood’s Overhead BnB Sans Wallbounce (695k, -1/10 meter)

[details=Spoiler]


:f::h: > j :qcf::l: > :h: > :b::h: > Somersault > :uf: > j :h: > j :s: > :h: > :qcf::l: > Somersault > :uf: > j :h: > j :s: > :h: > :b::h: > :qcf::m: > Somersault > :qcf:+:atk::atk:

Tip: If you hold :h: after :qcf::l: starts, the Somersault will come out and land perfectly.[/details]

Somersault Confirms
With a move as amazing as this, it’s important to know how to get the best damage you can out of its confirmation.

Dood’s Somersault Bread and Butter (712k, -3/10 meter)

[details=Spoiler]http://www.youtube.com/watch?v=wVcFM3MWC9Y
Somersault > :uf: > j :h: > j :s: > c :h: > :b::h: > :qcf::l: > Somersault > :d::d::s: > Roundhouse > :d::d::s: > dash forward > :d::d::s: > Somersault > :qcf::uf::m: > ( :d::d::s: > dash forward > :d::d::s: ) > Somersault > :qcf:+:atk::atk:

Tip: If you hold :h: after :qcf::l: starts, the Somersault will come out and land perfectly.[/details]

Gangie’s Anti-Air Mod (711k, -2/5 meter)

[details=Spoiler]http://www.youtube.com/watch?v=F9PCD2BolYs
Somersault > :uf: > j :h: > j :s: > :b::h: > :qcf::l: > Somersault > :d::d::s: > Roundhouse > :d::d::s: > dash forward > :d::d::s: > Somersault > :qcf::uf::m: > ( :d::d::s: > dash forward > :d::d::s: ) > Somersault > :qcf:+:atk::atk:

Tip: Of course the timing for the three hits following Somersault will be dependent on the height you hit them from. Practice this a bit until you can comfortably sight-read impromptu when you should hit with j :h:, j :s: and :b::h:. It’s actually very easy.[/details]

Sans Wallbounce (680k, -1/5 meter)

[details=Spoiler]http://www.youtube.com/watch?v=GuwWyKC7Zv0
Somersault > :uf: > j :h: > j :s: > :h: > :b::h: > :qcf::l: > Somersault > :uf: > j :h: > j :s: > :h: > :b::h: > :qcf::m: > ( :d::d::s: > dash forward > :d::d::s: ) > Somersault > :qcf:+:atk::atk:

(thanks to Yeah Dood 120% for the improvement) Original Post
I use this as part of my repertoire since I need the wallbounce to DHC to Frank’s shopping cart and get to Level 4 right away

Tip: If you hold :h: after :qcf::l: starts, the Somersault will come out and land perfectly.[/details]

Dood’s Zero Special (671k vs Zero, -2/5 meter)

[details=Spoiler]http://www.youtube.com/watch?v=jBeU4g66kRM
Somersault > :uf: > j :h: > j :s: > :b::h: > :qcf::l: > Somersault > :d::d::s: > Roundhouse > :d::d::s: > dash forward > :d::d::s: > Somersault > :qcf::uf::m: > ( :d::d::s: > dash forward > :d::d::s: ) > Somersault > :qcf:+:atk::atk:

A specialized Somersault confirm for Zero since they made him small and floaty on top of broken for no reason.

Tip: If you hold :h: after :qcf::l: starts, the Somersault will come out and land perfectly.

Original Post[/details]

Spaced Somersault Confirms
Use these for when Somersault confirms from too far to follow up with j :h:

Somersault to Roundhouse (676k, -2/5 meter)

Spoiler

Somersault > :d::d::s: > Roundhouse > :d::d::s: > dash forward > c :h: > :b::h: > :d::d::s: > Somersault > :uf: > j :h: > j :s: > :h: > :b::h: > :qcf::m: > ( :d::d::s: > dash forward > :d::d::s: > Somersault > :qcf:+:atk::atk:

NSR’s Modernized Flip Kick Loops (700k, -3/5 meter)

[details=Spoiler]Somersault > :d::d::s: > :qcf::l: > :d::d::s: > :qcf::l: > :d::d::s: > Somersault > :d::d::s: > Roundhouse > :d::d::s: > dash forward > :d::d::s: > Somersault >:qcf::uf::m: > ( :d::d::s: > dash forward > :d::d::s: Somersault > :qcf:+:atk::atk:

Tip: This is a bit of a toughie mid-screen. You’ll want to input :qcf:, yet delay pushing :l: until an appropriate late time so that you close that gap and keep the victim low. I find it helps to hold 6 in :qcf: while doing so. Also make sure to delay Somersault so that Roundhouse will connect

Original Post[/details]

NSR’s Ultimate Flip Kick Loop (~704k-725k, -1/2 meter)

[details=Spoiler]CHARACTER SPECIFIC
only works on:
Hulk (727K)
Haggar (716K)
Iron Man (714K)
Sentinel (730K)
She-Hulk(713K)

Somersault > [:d::d::s: > :qcf::l:] x4 > Roundhouse > :d::d::s: > Somersault > :qcf::uf::m: > Somesault > :qcf:+:atk::atk:

Tip: For this to connect and continue connecting, you will have to delay the :l: input in :qcf::l: so that you cancel mid-feral-dash to close the widening gap between you and the victim. This ramps up in difficulty as your victim shrinks in size. Start the flip kick reps slowly and gradually pick up the pace as hitstun degradation kicks in so that the victim does not get too high. If you feel they’re getting too high up, then just end the loop prematurely with :qcf::m:.

Original Post
Revisited[/details]

Normal Confirms
Jill’s normals aren’t the best, but they’re nothing to scoff at. They can be fast and actually have pretty good reach. You will confirm with these at some point, so it’s nice to know what to do when that happens. Something to note is that Jill can link her normals into any normal of greater strength, even L to H or M to cH.

Flip Kick Loops

[details=Spoiler]http://www.youtube.com/watch?v=hGr4_UWdTz4&feature=youtu.be

236L, 22S, 236L, 22S, 236L, (22S), Somersault, 22S, Roundhouse, 22S, dash forward, 22S, Somersault, 2369M, Somersault, 236+ATK x2

Flip Kick Loops. Learn them. Learn how many you can do after certain normal confirms before it drops. From any normal, you can go straight into H, then into Flip Kick loops, which will allow for the regular three flip kicks, Somersault, Roundhouse, etc. Any more normals will force you to shave down the number of flip kicks.

Tip:
If you do Flip Kick right away each time, the victim is going to be too far away to complete the combo. Delay the input between 236 and L so that you get distance out of the feral dash that you’re cancelling.[/details]

Dood’s Paulo Mod (710k, -1/5 meter)

[details=Spoiler]http://www.youtube.com/watch?v=YCGdoAWieVk
M, H, 22S, Somersault, 2369L, Somersault, 22S, Roundhouse, 236H, jH, jS, H, 4H, 236M, 22S, dash forward, Somersault, 236+ATK x2

Tip:

[/details]

Other Confirms
Miscellaneous confirms that don’t get their own section since there’s not enough to do from them besides the optimized combo.

Sweep Confirm (675k, -1/2 meter

[details=Spoiler]Sweep, 236L, 22S, 236L, 22S, 236L, 22S, Somersault, 22S, Roundhouse, 22S, dash forward, 22S, Somersault, 2369M, Somersault, 236+ATK x2

Tip: Don’t get frustrated if you can’t cancel the flip kicks to FC. It probably means you’re doing it too fast. For real, it simply will not work if you input 22S too fast.[/details]

Gangie’s Position Exchange BnB (536k, -1/5 meter)

[details=Spoiler]http://www.youtube.com/watch?v=_jYrN1X4otA
623H, L, H, 22S, Somersault, 9, jH, jS, cH, 4H, 236L, Somersault, 9, jH, jS, H, 4H, 236M, ( 22S, dash forward, 22S), Somersault, 236+ATK x2

Tip: If you’re having trouble connecting the first jH, it’s because you have to do it sooner than you’re used to. Just be sure to delay the following jS. DO NOT delay the first 4H; it will drop every time, probably a height or distance thing. Delay the second jH, jS as much as you can so that you land with as much stun on the victim as possible to connect the rest. You can also replace cH with H, but for how much harder it is to get to work (MUCH harder), it only grants an extra 1k.[/details]

Corner Variation (549k, -??? meter)

Spoiler

623H, L, H, 22S, Somersault, 9, jH, jS, cH, 4H, 236L, Somersault, 9, jH, jS, H, 4H, 236M, 22S, Roundhouse, 22S, dash forward, 22S, Somersault, 236+ATK x2

MAD BEAST
Mad Beast is such a monster that I’m giving it its own section. This section is going to start off much slower since I know little to nothing about Mad Beast. Comparatively little is known about Mad Beast since many players dismiss it, claiming it’s too difficult to be applicable and that Jill does not benefit much for what it costs. Viper’s existence is a perfect counter-example to that claim if you ask me, though. Mad Beast is so ridiculous that you can use it to just build back the meter you spent on it and still get the kill. Here’s a great video, courtesy of Paulo, to demonstrate what it’s capable of:

The Rules of Mad Beast

[details=Spoiler]-You are immune to pushblock
-You can only block low
-You can only move in feral dashes
-You get three air dashes (2 plus the dash off the ground)
-You are stuck in Feral Crouch, but you cannot perform FC specials like Somersault
-You can still perform normals, but not command normals ( 6H, 4H)
-On hit or block, your specials can be canceled into other specials
-If you buffer an input too soon, as in before your hit connects, the game will always assume you want to dash.

That last point is probably the knife in the dark that makes everyone assume Mad Beast is more difficult than it actually is. Slow down on your inputs and you will notice a positive difference.[/details]

Chip-finite

Spoiler

Continuously cancelling 236H into itself against a blocking victim, even one that’s pushblocking, will result in a simple infinite based on chip damage. This is especially effective in X-Factor. Messing with the timing or crossing up with a dash during the block string can result in some tricky mix-ups.

Flip/Cart Loop (742k Maximum Raw)

[details=Spoiler]This is a simple yet effective and somewhat difficult loop that you must perform to an extent in Mission Mode. It can be done up to a maximum of twenty-six reps.

[236L, 236M] x13

I’ve only been able to do up to eleven of them (twenty-two hits), personally, but that alone got me 712k. Once you understand how buffering works in Mad Beast, you can get a rhythm for the loop, making it much easier to do consistently. Max damage of Mad Beast Flip/Cart loop is 742K (scaling and hitstun are maximum at this point). (thanks to NSR for the damage numbers)

Original Post[/details]

Basic Flip Loop

[details=Spoiler]Corner: [236L, 8, jS, H] x3
Mid-Screen: [236L, 9, jS, H] x3

Tip: Remember that jS has a lot of stun for a normal. Use it early in your airtime so you can land the following H. Also remember Mad Beast’s wonky buffering; you don’t want to input 236L until after H actually connects. It’s not at all as hard as it sounds.[/details]

TAC Loops

[details=Spoiler][/details]

X-FACTOR COMBOS
Jill handles X-Factor well enough. Her Machine Gun Spray hyper (and occasional Somersault) is marvelous at catching assists, accidentally or otherwise, and she can easily kill or at least come close to killing one or both characters off of that one easy catch. Blowing X-Factor to cancel MGS and kill two characters or one really bad match-up is far from a waste.

Unless noted otherwise, all combos assume you are using Level 1 X-Factor

[spoiler=MGS > XFC BnB (894,700k, ?? meter)]236+ATK x2, X-FACTOR, dash forward, H, cH 4H, 22S, Somersault, 9, jH, jS, 9, jM, jH, jS, 8, jM, jH, jS, 8, jM, jM, jH, jS, H, 4H, 236M, ( 22S ), Roundhouse, 22S, dash forward, 22S, Somersault, 236+ATK x2

Tip:
-Make sure you X-Factor Cancel as soon as you land, no later and no earlier. Otherwise, it gets messy.
-Buffer the dash during the freeze frame for X-Factor so that you don’t accidentally do 6H or something.
-Jumping forward for the first two jump loops and straight up for the second two is imperative. Otherwise, it will be almost impossible to connect.
-Delay jH in the first jMHS rep as much as you can, and of course the jS following.
-You cannot delay jH after jM after that, though, so your delays will all be in jS afterwards.
-The last jMMHS can be a real sucker to connect since the first jM has to come out pretty fast. Just make visual confirmation that you have left the ground before pushing buttons and it may be easier for you.
-The H, 4H at the end must be executed immediately upon landing and cannot be delayed lest they fall out.
-If 236M doesn’t reach, then you weren’t delaying enough earlier on, causing the victim to go too high.

  • Cancel 236M as soon as you can after the hit comes out with 22S. You want Roundhouse to hit at the apex of the ground bounce so you have as much time as possible to cancel, dash over and assume the stance again to Somersault. It can be very strict in the corner; you may wish to omit the wall bounce if you lack the confidence and need the damage.

Thanks to lamuness for bringing this up and constructing this combo again.[/details]

Zero Must Die (856k, ?? meter)

[details=Spoiler]http://www.youtube.com/watch?v=NGREk8pKigo
All credit to Pulsr
236+ATK x2, X-FACTOR, dash forward, H, cH, 4H, 22S, Somersault, 9, jH, jS, 9, jM, jH, jS, 9, jM, jH, jS, 8, jM, jM, jH, jS, 4H, 236M, Roundhouse, 22S, dash forward, 623M, cH, 623+ATK x2

Tip:
-The damage will vary depending on where you started MGS. The closer you get to landing directly in front of him, the more damage you’ll get.
-Do not use X-Factor until you touch the ground. Any earlier will make connecting extremely awkward.
-You can buffer inputs in the X-Factor freeze frame. Use this opportunity to buffer you forward dash.

  • 4H at the end before 236M cannot be delayed. It must be executed immediately on landing.
    -Raven Spike is used because Zero’s stupid hitbox and floaty mechanics makes MGS the inferior hyper for once.

Zero’s most effective way of killing Jill is simply to camp with shockwaves, busters, and if he’s feeling extremely mean, clones. Try to catch him dedicating to something, and use MGS as a confirm. Wait to catch an assist, too, if you’re feeling gutsy. This is a horrible match-up that you will lose unless either he makes a billion mistakes, is stupid, or you land something like this.[/details]

MISCELLANEOUS TECH, TIPS AND TRICKS

Feral Dash Tips

[details=Spoiler]Jill’s feral dash is pretty incredible, but it may be a bit challenging to get a handle on.

One thing you don’t want to do is use feral dash willy-nilly. It might spook someone new to fighting Jill, but anyone else will be looking to prevent or punish it, as you are totally vulnerable during and coming out. You’re pretty safe using it if the bad guy is in the air at all, at which point you’ll probably want to look for a Somersault, but watch for turtle play; that means they’re waiting for you.

This conundrum is where your assists will come into play. Jill will want certain assists to cover her movement. Lockdowns (shopping cart, cold star), full-screen-effective assists (vajra, hidden missiles), and lasting projectiles (daggers, unibeam) are some of the nice ones to have to try and force a defensive so you can dash in safely and maybe even get a mix-up or two.

Some miscellaneous tidbits:

  • It will scale your combo really hard, but if you feel you may have just feral dashed into a waiting punish, L is extremely fast and links directly into H, skipping right over M. You may be able to punish their punish.
  • Jill does horrible with range. It might grant you a moment of quick respite to retreat, but it’s almost never worth it, especially if you’re up against projectiles. Jill gets camped easily, limiting her options to assisted dashes and MGS > XFC. Get in and stay in.
  • Do not forget that you can feral dash up and diagonal, too. Use these for (cross-up) overhead, or even incoming mix-ups.[/details]

Pushblock Conflict

[details=Spoiler]Jill wants to be in your grill. Consequently, they don’t want her in their grill, so the obvious response is to pushblock to gain the advantage. Thankfully, feral dash is extremely good at combating this option. A feral dash in response to pushblock will put Jill right back where she was before the pushblock, resuming the unceasing pressure almost as fast as they get out of stun. Few things can beat this response except most L’s or a throw of some kind, which is something they will eventually learn.

Once again, this is where your assists come in. Use a lockdown or long projectile assist during blockstrings to combat or even negate a possible pushblock altogether, and dash in for some mean mix-ups. Pushblock against assists does nothing to you, but it will negate a little chip damage for them as well as push them further back. Crossing up with a feral dash negates the latter benefit entirely.

Some miscellaneous tibits:

  • If you or the bad guy are wedged in the corner, the pushblock will only separate you a short distance, meaning that a feral dash response will actually cross up, and a feral dash 9 will reach them.
  • While Jill’s specials tend to carry her forward a bit, they can also compensate for lost distance from a pushblock. Arrow Kick is the greatest display of this benefit. Try canceling it a little late into a feral dash after the pushblock to get the cross up.
  • Using a little foresight to feral dash before the inevitable pushblock can really throw off the opposition. Don’t forget that you can go up and diagonal as well as forward and back. Now you have access to every direction of mix-up imaginable.[/details]

TAC Infinite and Related Nonsense

[details=Spoiler]I assume this is what caught the interest of a large group of potential players. In summary, TAC to Jill either up or sideways but never down (you need the groundbounce), preferrably up since sideways can be a bit weird mid-screen sometimes, then immediately do jMjMjHj236M, then 22S as soon as you hit the ground.

Now you’re still in TAC state and can do some crazy junk, or just keep it simple by holding L and canceling the sweep kick with 22S over and over again. It’s actually some of Jill’s easiest tech, and can be performed anywhere on the screen. The barrage of sweep kicks will actually carry to the corner given enough time. Here’s a more detailed explanation from the horse’s mouth:


Faux Wallbounce Follow-Up

[details=Spoiler]Jill has two wallbounces: Jumping Roundhouse ( 22S, M) , and Arrow Kick ( 236H).

Arrow Kick has great hitstun on it, even after the wallbounce has been used up. An odd yet wonderful thing occurs when you hit with the back end of its hitbox: Jill will not bounce off to the opposite end of the screen, electing instead to complete the Arrow Kick animation that carries her across the screen WITH the victim, allowing her to follow up with more damage much like in Paulo’s corner bread and butter. This exploit can actually be performed consistently.

After a mid-screen Roundhouse wallbounce, 22S and dash forward. When the victim is about to reach the ground, 236H to hit them. If timed and placed right, Jill will continue to zoom forward. This can be followed up with jH, jS, just like in Paulo’s corner bread and butter, even mid-screen (though it is much more strict mid-screen).

This was originally believed to only work against big fatty characters like Sentinel, but it can work against anyone completely on purpose.

Original Discussion[/details]

Assists in Feral Crouch

[details=Spoiler]Jill cannot call assists while in Feral Crouch. That would be amazing. There are two exceptions, however.

  1. She can call assists during Sweep, her L attack in FC (thanks to AdmiralParmesan for discovery)
  2. If you Tiger Knee ( 2369:atk:) a move out of Somersault, there is a single-frame window in between the Somersault and the TK’d move in which to call assists. This is, of course, extraordinarily difficult, yet completely possible. (thanks to NonSexualRice for discovery)

Original Discussion[/details]

Flip Kick Loop

[details=Spoiler]236L, 22S …

I covered these briefly in the section for long-range Somersault confirms, but they do deserve their own section, I think. It’s surprising how much meter and damage you can get out of doing this, and I honestly think it’s the best practice for 22S cancels. As I hinted before, it’s best to delay the first couple flip kicks as much as possible, then pick up the pace as you lose your hitstun. You can actually cancel your feral dash the tiniest bit later than immediate to help close the widening gap between you and the victim during the loop. Just push L a little late during the 236 motion. If you’re sweep kicking instead of flip kicking, just slow it down a bit. It’s really not as hard as one may surely think.

These can be done up to eight times in a combo raw before hitstun makes it impossible. This is the perfect follow-up to a Sweep confirm, as Sweep can be canceled with specials. This is also a reliable fallback plan if you land an uncomfortable confirm.[/details]

Assists From Feral Dash

Spoiler

You can’t call an assist during Feral Crouch (kinda), but you leave FC as soon as your dash is over. If you call the assist during feral dash, it will come to your aid as soon as you finish moving. If you call the assist JUST BEFORE pushing a direction to feral dash to, they’ll still come at the end of the move, yet they’ll be positioned where you were originally standing in FC. This is especially handy in creating ambiguous guessing games on wake-ups and in corners with assists like Frank’s cart that are extremely dependent on positioning. It can also make assist calls much safer.

Feral Plink Dash

Spoiler

Jill can cancel her Forward/Back Feral Dash into her plink dash; making her move at incredible speeds.

great job, lucille!

very informative and concise.

THANKS A LOT! I bought Jill today and this thread really helps me to learn her, thanks again!

was there ever a consensus on that faux-wallbounce scenario where jill can hit large characters with the back of her arrow kick and follow them through the screen? any consistent setups or trickery or is this a marvel 3 version of like a sentinel gimmick combo?

Glad you asked. This is actually a tactic to be taken full advantage of on anyone. After a Jumping Roundhouse wallbounce, Jill can :d::d::s: and dash forward, then :qcf::h: as they’re about to hit the ground. Timed right, you’ll hit with the back end of Arrow Kick and follow them across the stage on the faux wallbounce. You can follow that up with j:h:, j:s: right into a typical combo ender which, while possible (but extremely strict) mid-screen, is much more plausible in the corner.

Lots of damage potential in this one.

TECH ADDED TO POST #2

This is great, excellent work gangie. Its nice to have all the important info in one organized spot

Amazing! Thanks once again for the un-needed shoutout haha.

Also, great way of adding the suggestions too.

However, do you have enough reserved space or are post deletions necessary to free up space on page 1? I’ll delete my post if need be.

Thanks, but I think three should be plenty.

Max damage of Madbeast flip/Kick loop is 742K (scaling and hitstun are maximum at this point).
First new tech to add to the thread :slight_smile:

First thing, This is the advanced version of the Flip Kick loop, and it’s pretty easy once you know what your doing

I found a way to break 700K with the flip Loop, pretty much it requires 1 somersault, and going into consistant flip kick cancels. It’s possible to get a 5 flip kick in and a j.roundhouse afterward but it’s a very tight link.

Here’s the notation:
Somersault,22S,Flip,22S,Flip,22S,Flip,22S,Flip,22S,M,Somersault,TK 2369M, Somesault,MGS.

It hits anywhere from 704K-725K.

An interesting tidbit is that this actually showed me that you could go into Paulo’s BNB after the Jumping Roundhouse and start the combo from that. Pretty cool stuff that I’ll experiment with later.

Thank you for this. I’ve been using Jill for a few weeks and this helps a lot.

NEW TECH ADDED TO POST #2
MAD BEAST FLIP/CART TAB UPDATED
TAB ADDED TO SOMERSAULT CONFIRMS

Really looking forward to a new combo from this Flip Kick stuff. I’d love to see it reach for 800k

More info on the Flip Kick Loop

Depending on the size of your opponent, it gets a bit harder. When your doing it on small and medium sized characters, you have to delay your L in your 236L so you command dash up a bit in FC.

It’s about -.5 meter as well.

ULTIMATE FLIP KICK LOOP TAB RENAMED AND UPDATED
MOVED TO NOW-RENAMED “SPACED SOMERSAULT CONFIRMS” SECTION

I misread the notation somehow and thought to do five reps instead of four, and I was beginning to think it was impossible because I was going for the Roundhouse. Now that that nonsense is all cleared up, it’s actually not that difficult.
This is just what I was trying to achieve all last week: a spaced Somersault confirm for 700k.

I don’t know why I never thought to do so before, but off of any of Jill’s normal confirms, I’m thinking the best thing to do would be to skip straight to :h: as soon as it connects since that actually works, and any weaker moves will degrade the combo really bad. :h: has the stun for Somersault to connect, and Somersault will also usually reach from :h:, especially if you were close enough to confirm off of any of her other less reaching normals. Maybe Flip Kick loops if they really are just too far.

I was also practicing Mad Beast until Flip/Cart just becomes muscle memory. I got to wondering when the best time to activate it would be, though. You only get 742k out of that loop, which builds about two meters if I’m remembering right, resulting in a net loss of one meter, or two to end with a hyper that will get you somewhere in the high 800’s or low 900’s. You’d think that spending that much meter and working that hard would guarantee you a kill with a bit more security than that. I know Flip/Cart isn’t the only thing you can do in Mad Beast, but just thinking about it, I’m a bit underwhelmed.

Usually, if i have 3 bars and I’m going for the loop I use this start.

M,H,2H,4H,22S,Somersault,22S,M, Mad Beast, Flip/Kick loop.

It allows for about half of the normal reps, but it builds about ~2.5 bars.

You Can also start it off a dual cartwheel, Call assist, Mad Beast–> and apply pressure that way, but that’s just a really dirty mixup and way to activate it and doesn’t gaurantee the hit.

The funny thing is, that with all the Madbeast combos, I haven’t figured out a way to implement her assists. I’m pretty sure if you impliment assists into the mix Jill’s going to be going into much higher numbers (since she CAN use her Ensnarement, Fallen Prey,position exchange). With her position exchange, it just makes the move even sillier then it already is.

:tup: You can get slightly more damage without the wall bounce if you go…
Somersault, :uf:, j:h:, j:s:, :h:, :b::h:, flip kick (don’t feral cancel), :h: (somersault), j:h:, j:s:, :h:, :b::h:, cartwheel, somersault, machine gun spray. -680,600 (If they end up in the corner you have to feral dash behind them after the cartwheel)

I use it whenever I feel like getting an easy 1,048,600 damage with my main team (Jill, X-23, She-Hulk) by following it up with X-23s’ Weapon X Prime then She-Hulks’ Emerald Cannon/Impulse/Diaster, Torpedo. I have to save the wall bounce for She-Hulk. Anyways, just thought I’d share that with you. Nice thread… dood!

*Kamikaze Edit: it’s easier to land if you do :d::h: after the first jump loop rather than :h: but the end result is 678,800 damage, but for some characters you have to do it to land it… dood!

Dood, that team is unorthodox as hell. :rofl:

IF I saw it, I wouldn’t know wtf to do haha.

:wonder: I get that a lot, lol. They actually work pretty well together, I’ve been using them since day one of Vanilla. I’ve got 13 different resets with She-Hulk that use around Jill & X23 assist, so I always have people guessing as soon as I land a hit on them. And for the most part, I can kill of every character if I land one d:m: with She-Hulk. I spend a lot of matches just doing non stop resets with She-Hulk when she’s on point and building up meter. :rofl: I have a She-Hulk combo that lands 6 wall bounces with that does about 1,301,200 damage. It’s not practical, but it’s totally fun too pull off… dood.

6 wall bounces? Holy Christ, I used she-hulk in training mode alot in Vanilla (cause she’s pretty fun) and I couldnt do anything if I used her closeline wallbounce. If i used her closeline wallbounce, it pretty much meant I couldn’t use Emerald Cannon.

Anyway, another piece of New tech.

I was fooling around with xfactored Madbeast Jill again, and not only is her Arrow Chipfinite there, but the Flip/Cart is a chipfinite in level 3 xfactor as well. Its totally immune to pushblock. I don’t know why we didn’t figure out that Flip/Cart was a chipfinite the same time we figured out her arrow kick was a chipfinite.