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

Oh yeah, i forget about the hard tag trick with dkd, problem is, i use dante lol so hitstun is probably too much by that point, but if you have doom, they are fucked haha

It would be cool to be able to cancel Somersault whenever, but it’s unfortunately impossible since she counts as airborne partway through, at which point you can’t cancel into anything.

I once made a combo that involved Strider’s Vajra assist from a launcher which had to be TK’d into FC, though ( :s:, :d::d::s::u: or :d::d::u::s: ). That was kind of a whore to do and I don’t even remember how to do the rest of it because that was like four months ago. Not like it was worth learning. The timing on the following moves was way too strict to be practical.

You can just use cartwheel to combo after strider’s assist after a launcher lol

Also, I was thinking about a mixup, that works with either a beam assist or strider, You fc arrow kick, into a cross up, use f+h to overhead, if that doesn’t hit, you’ll go into fc, and then you can setup another 50/50 with either overhead or low attack

I should probably make a new post about general setups, and put them all together

Also, I’m of the opinion that if Jill could reliably combo off of throws, even if they required an assist, she’d be high tier (not being able to do so probably leaves her stuck in mid forever). Not being able to combo off of throws is incredibly painful.

If anyone knows of ways to combo off throw with Doom and Ammy assists that does not rely on MGS > cold star (I can’t get this stable at all…), or pray hidden missiles was called at the right time, that’d be amazing. The best I can really do is:

  1. Throw > Call hidden missiles > throw > 623A > hope missiles hit
  2. Throw > microdash + cold star > MGS > hope that they don’t pop out
  3. Throw > MGS > Xfactor

I wish I had more uses for 228 inputs in this game, every time I do that input I miss Fate Unlimited Codes.

Decided to migrate any later discussion to the team building thread. I just gave my thoughts on Jill+Chris there.

[EDIT] Okie dokie

Jill doesn’t get throws, like at all so to me, it’s pretty irrelevant. Jill’s not in the air, so she shouldn’t be getting air throws either.

Just anti-air them or Somersault them.

So say I catch an assist, or even a problem character like Spencer + Task w/ a MGS. @ XF1, what combo you guys do? I can’t do enough damage to kill a 1m. character. Or even if I had, say, Cap call an assist like Doom, I can’t kill both characters. What do you guys do? Just find a way to DHC into another character? I mean, that’s fine, but it would require me to start with one meter.

I used to use something similar to Puslr’s anti-Zero combo, but now I can’t remember what it was. Try coming up with something and posting the damage so we can build on it and figure out together what to do.

I was losing pretty hard to this guy using Nova the other day. While Nova is only a problem until I learn what he has (at which point he’s a total pushover unless he decides to camp), the guy actually gave me most problems by using neutral techs on the ground which totally threw off my reset attempts and gave him like four double kills on me since I kept expecting his tech to take longer.

I think that just Somersaulting neutral techs might be the best way to go since they’re probably looking for a reversal at that point anyway. What do you all think?

I was able to do something in XF3, but I can’t find anything for XF1. I can’t find a way to maximize my damage by using all the bounces and things that she has. :\ I need something for SCR!

I think the most damage I was able to get was about 860 or so, I’ll check later when I get home.

Same as Pulsr’s combo since any other variant doesn’t cause as much damage :frowning:

MGS > XFC > dash > s.H, c.H, b.H > somersault > j.HS > j.MHS > j.MHS > j.MMHS > s.H, b.H > carthweel > roundhouse > dash > somersault > MGS = 894,700

w/ RR DHC = 1.138m, but the combo itself doesn’t build enough meter for it. I would need at least 2.5 meters to do this much damage.

That’s it, that’s exactly the same one I came up with a few months ago. It was the best I could yield, and the trick to getting all the jump loops to connect by jumping straight up instead of forward for the last two took some time to figure out.

I tried for a good long session and couldn’t devise anything to come even close, unfortunately. What I do know, though, is that you have a good three or so seconds of X-Factor left once the combo is over. Make it count. Learn to enter FC as soon as possible from MGS and go for a reset of any kind with your speed boost. I’d say try the command grab since now it comes out SUPER fast, but for no reason, :l: will not connect after the command grab in X-Factor. Their health is now low enough that you can go for light attacks and pretty much be guaranteed the kill after that confirm, though.

Yeah, the only XF1 MGS kill combo I use is a DKD hard tag to doom combo. It’s like:
MGS > XFC > dash A, C > SS > FC > 236A > FC > 6 Feral Dash > S > j.C > B DKD > walk > tag doom > B/C > S > j.BB, j.C, jS > addf j.C whiff > trijump land B > 6C > j.B > j.6C > j.S > add whiff cancel > TK beam > finger lasers. Does like over a million.

If I happy birthday, instead of opting for the 2 jump loops I do j.BB > finger lasers (kills assist) > dhc back to Jill.

That damage is good though, you at least kill some of the main problem characters if you hit 894k (Zero/Vergil). Not sure how to squeeze out much more damage without hard tag combos.

Moving throw discussion to other thread, since it’s team specific stuff.

Thanks, lamuness, for the X-Factor combo. I’m trying to devise a new way of writing out the combos like you do in the original posts while still retaining the colorful button emotes.

UPDATED X-FACTOR COMBOS SECTION WITH “XFC > MGS BNB” TAB

No, I have no idea why it keeps splitting spoilers in that post into two.

One more tip that will be helpful on this one and the Zero must Die combo, is that, when you do j.MMHS, the s.H, or b.H in the zero combo, must be done IMMEDIATELY when you land, otherwise they’ll flip out.

ADDED ON TOP OF ANOTHER NEW TIP

If you have hold S to superjump after a launcher on(as it is on by default in the options) then you can just hold S and double tap down while holding it. Let go of S and press it again after you hit 22 and you will cancel your super jump easily with feral stance. I don’t generally use this but if you have this function on its a much easier way to cancel a launcher into feral stance.

On a side not Im working on doing something similar to this. At the end of jill’s combos when I cartwheel I’m trying to do this.

Cartwheel, 22S, Feral L whiff under the groundbouce (call vajra), 22S, Somersault, 22S, (Vajra hits) Somersault MGS

Not sure if it works though, I haven’t had the chance to try it yet.

In trying to do this, I’ve decided I need to change my controls so that both of my assists are on the right-side shoulder buttons so I can do this trick much easier because I can see it being extremely helpful, especially after pulling it off without even letting the sweep kick hit come out.

To do what you’re saying is partially possible. Unfortunately, Somersault sends the victim in such a trajectory that Vajra is pretty much guaranteed to miss unless they’re in the corner. I still adore this tech, though, and I love seeing it being put to potential use.

Maybe flip kick would work better?

So this is more for me, as a brain dump, please feel free to add on as you see fit, or take this tech to wherever you want. I got so mad yesterday that I came up with a bunch of new “resets”, at least, new to me.

I feel like I’ve been approaching her wrong, and trying for soft roll resets. She’s so mobile, that standing resets work just fine. She has this innate ability to blow through people’s guard, and even when they’re broken, flub their blocking so you can take off damage slowly. Like what happens in an episode of DragonballZ when they’re NOT talking or charging up the whole damn episode.

Same format as the old Jill combo thread, for Jill / RR / Strider :

Formula
-Mix and match any of these on block or on hit, they should all go into your favorite combo
-Make sure you know which assists you’ve used already
-If you decide to dash, whether or not you use s.L, if you end w/ s.H you can mix it up again with any of these
-Stay in dat ass
-c.L/s.L, s.H > feral > dash > command throw
-This is obscenely good, it is deceptive in how fast you can throw someone. The rule is, if you can s.H, feral, dash, you can throw someone.

L+Spitfire options
xxx feral > L+spitfire > dash > s.H
xxxxxxx > L+spitfire > dash > command throw
xxxxxxx > L+spitfire > dash > feral > tridash overhead

After command throw options
xxx feral > command throw
xxxxxxx > s.L + strider > s.H > feral > dash > s.H
xxxxxxxxxxxxxxxxxxxxx > s.H > feral > dash > feral > tridash overhead
xxxxxxx > s.L > s.H > feral > L+spitfire > use options from part 1

It’s not that impressive, but a sample string would be :
s.L, s.H > feral > L+spitfire > dash > s.L > feral > tridash upback > j.S > s.M, s.H > feral > dash > command throw > s.L + strider, s.H > dash > tridash upback > j.S > s.H > feral > L+spitfire > you get it.

You can work it into your soft roll resets:
s.M, s.H, b.H > somersault > roundhouse > dash > somersault > j.H, j.S > s.H, b.H > cartwheel > feral > dash up > j.S > land > c.H + strider > arrow kick > feral cancel > dash accordingly > s.L, s.H > feral > L+spitfire > etc.

You can also mix in the f.H overheads if you don’t like to feral much.
s.L, s.H > feral > L+spitfire > dash > s.L > f.H > whatever

Anyway, this is all theorycrafting at the moment, it looks good in training mode. I’ll grab a live subject today if I can.