WOW, nice find, guys! I got so happy! hahahahaha
Have you tried some variations besides feral crouch low? Something with Somersaults, Flip Kicks, whatever? I’m going to lab to practice now!!
WOW, nice find, guys! I got so happy! hahahahaha
Have you tried some variations besides feral crouch low? Something with Somersaults, Flip Kicks, whatever? I’m going to lab to practice now!!
So if I am understanding correctly, you can keep doing feral dashes while maintaining the infinite state? For example, on the incoming character you could somersault someone and feral dash any direction of they block and do some sort of set up and then proceed to do the infinite? Is there any limitations you have if you cancel your feral dash into any other commands, or is it all fair game if you cancel it to the feral stance again after every move.
Sorry is this sounds confusing. 0. 0;
Somersault has different properties in the “infinite State”. It pushes them back REALLY far.
You can’t call assists while in TAC infinite state, so you cannot use them for mixing people up, which is honestly why it’s not amazing, but just a very good option to get Jill in with tons of meter.
From my testing I can’t get mad beast to retain the TAC-infinite state. I tried DKD > land mad beast during recovery and instantly continue teleporting to prevent returning to neutral. By the time mad beast is about to wear off, I threw out 236A to auto go back into feral crouch following mad beast. TAC infinite state was not preserved. If anyone has a way to keep the TAC infinite state while in mad beast, that’d be cool, but don’t know if it’s actually possible other than TAC’ing to Jill while she’s already Mad Beast.
But the only possible mixups are Somersault, Low Sweep, Cartwheel and Flip Kick, right? No crossups, I mean… I’m thinking once you feral dash Jill gets out of feral stance and should lost her “infinite potential”.
pssh, a TAC infinite won’t change shit. she still has low health, extremely free to incoming mix ups, can’t kill on 90% of [S]tournament[/S] practical teams, and the list goes on.
still… good shit, Rice.
now back to lurking.
Eh, it wasn’t just me but Glith and Shio,lamu, and stryke. I just uploaded the loop and dissected it a bit while Glith and shio did all the heavy lifting :tup: I don’t know what teams you’re using, but my Jill/Vipes one does about 909K off a solid hitconfirm, and my Jill/IM one does 975K.
I’m honestly not sure what the Infinite’s going to do to her, but I was using it online today and ran through teams with it.
Also
When the nico video was first told to me, I tinkered with Madbeast seeing it would change the state. I believe I had something going, and the state was preserved but I remember the Arrow Kick being REALLY tight after the cinematic or you lose it. This definitely requires a bit more checking and testing.
There’s so much stupid things you can do with the loop and Mad-Beast Jill though, it’s frankly ridiculous. Madbeast and this infinite is something I’m really interesting in testing a lot more as a whole.
You retain the infinite state, you just have to Feral Crouch Dash cancel everything.Somersault can only be used as a hyper ender, and I’ve yet to find a use for flip kick with it since they flip out FAST, even faster then Somersault so you can even link a hyper.
I was wondering if Feral Somersault Whiffing would affect it, or Flip Kick Canceling.
Update: Someone hypothesized that you could whiff the L DKD and Start the loop, it works, but only in Xfactor right now.
IMHO until someone figures out some reliable incoming mixups and loops for a Mad Beast infinite, the most use we’ll see out of this tech is bringing Jill back in if she DHC’d out.
And I wouldn’t even say I did much heavy lifting, the loop is so simple and so easy I’m sure one of you would’ve figured it out in time. The most important part is the DKD Feral Cancel. Anyone know the Japanese player “Nanashi” that discovered it? (If it’s secretly Shio that’d be pretty embarrassing)
I can’t wait to see what you guys do with this stuff though.
No clue, unfortunately that’s not me.
But yeah, I agree, it’s a good option, but unless there’s something crazy we can do with mad beast with this, it’s not enough of a reason to put Jill in any position other than point. I’ll try messing around with it more throughout the week to see what I can figure out.
Also L DKD whiff > infinite works on some characters, it was one of the first things I tried from down aerial exchange and got it to work against someone, but don’t remember who it was. Probably one of the lighter characters.
I’ve been working with the fake wallbounce on Arrow Kick for a while now, trying to come up with a combo to break well over 700k solo after Somersault -> Roundhouse. No luck, unfortunately, I only got about 690k. If someone else wants to play with it to see if they can make it better, then please do. I’ll try to put up a video later.
Somersault, :d::d::s:, Roundhouse, :d::d::s:, dash forward, :qcf::h:, j:h:, j:s:, :h:, :qcf::l:, :d::d::s:, :qcf:
, ( :d::d::s:, dash forward, :d::d::s: ) Somersault, :qcf::atk::atk:
This works anywhere since if you time the Arrow Kick right, you’ll follow them across the screen on hit for the fake wallbounce. Timing the following jumping normals can be tricky, though; you often end up facing the wrong way if it’s not timed right. I find that delyaing j:s: always seems to help with the timing, especially considering that if you hit too early then they end up falling out before :h: can come out.
I really wanted to extend it with flip kick loops, but I’m pretty sure you can only get one flip kick in since the hitstun degrades really fast in this one.
As it stands, you’re still best off going with the modernized flip kick loops NSR came up with to capitalize on spaced Somersaults. Those are REALLY fun to do once you can do them, by the way.
This is what people don’t realize. She still is best on point, bar none.
I have a few questions to ask, first, how do you deal with zoning? I feel like i can never get passed a good zoner. Second, whenever I go in, I get hit with drones/projectiles in general, do I need an assist to clear projectiles? Or is strider just fine for getting in against zoning and for mixups? Thanks in advance
You either need to use the Machine Gun Spray hyper when they commit to a move and X-Factor cancel it on landing for the kill, or use an assist that can beat the zoning. Jill gets completely shafted by zoning and it sucks.
You can slide under some projectiles, but her slide is pretty bad. You can also whiff Somersault > FC cancel through some projectiles, or even use feral dash invulnerability frames to pass through projectiles (although that usually ends with you dashing into a projectile and eating it due to weird invulnerability frames, like 9-17 or something like that, so it’s probably not worth trying a lot of the time).
You can also hard tag someone that can deal with projectiles better into the face of a projectile and they’ll eat it then be safe if you do it at an intelligent time.
Also, MGS happy birthdays happen incredibly frequently against zoner teams that have 0 matchup experience vs Jill (i.e. 99% of players), so learn a MGS X-factor kill combo for people with lazy zoning.
Hello Dear Jill Players,
I’m back after 2 months working hard and no time to play =/
I see I missed a lot …>. <
I decided to change my team! Paulo is my friend here in Brazil and is helping me
I’m playing Jill (arrow kick), Dante (Jam Session) and Ammy (cold star)
Paulo told me to play Jill / Shuma and Ammy
but dhc is bad >. <
then i change to Dante and I’m really enjoying! what you guys think about this change?
IMO, use Jill/Dante/Strider, it’s what I use and has a ton of synergy. Strider is probably dante’s best assist, and same to jill, for dante, use weasel shot to help jill, (It helps more than jam session IMO). Give it a shot
Thanks, i gotta practice that xfactor cancel as Shiohime said.
Also, I wanna add, I have an idea to be able to cancel somersault in later frames, not sure what this would help with, but since it’s jump-cancelable, you can probably do 22,8S, kind of like dante does in order to teleport after prop shredder. Not sure if it would help with anything, but wanted to throw that out there
I think Jill / Ammy is great. Cold star really helps with being ambiguous and holding them there while they block. I’m not sure about the synergies between Dante and Ammy, but it seems like a solid team. If you want to use Jill / Dante / Strider, I’d put Dante on weasel shot.
That input probably wouldn’t matter, once Jill leaves the ground she cannot cancel SS until she hits the ground (which she can technically cancel the ground portion of the recovery with FC. It’s kind of a neat trick to know, if you whiff a somersault and miss the cancel, you can MGS as soon as you land if you’re not already being combo’d.
For somersault cancel input I just do 2C2S, it’s really easy to do at neutral.
Also, just something else that’s kinda neat is Jill is one of the only characters that can do a frame perfect hard tag while on the ground . It’s kinda neat but probably not too useful, but you can hold hard tag while in feral crouch and hit S to cancel stance, at which you’ll immediately hard tag.
XFC somersault combos can be really easy, you don’t even need to use Jill to do the work, you can just combo into DKD and hardtag into someone to finish it.