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

Jill does have Guard breaks.

That just require Mad Beast.

:frowning: I haven’t played in weeks. Stupid new games coming out every week. My back log is getting bigger and bigger… dood!

I’ve been playing twice a week at the local FGC spot for my county, I think I’m getting better but I had a real rough time against Green Ace’s Trish. Missiles doesn’t seem to be cutting it as an AA, and I don’t have any combos for SJ confirms.

Also it appears I’m going to need a new Avatar >>;

disregard this post

Please elaborate. I would love to know some examples. Maybe there are some guard break tricks for incoming characters as well.

Dude! I just found/came up with (it was done with a different character) an unblockable, nearly inescapable incoming mixup with jill/RR. This shit is fucking reDONCulous.

Does it involve madhopper and MGS? lol. Please, do tell.

The setup is on incoming, boulder trap and madhopper with rr, and dhc to mgs to put them in blockstun on incoming, then madhopper will keep them in blockstun for an unblockable with boulder trap. broken.

Haha, glad you came up with that on your own. I showed that in a tournament video a while ago when I got blown the fk up. If they pushblock, they get a chance to escape.

@1:29:38

============edit================
I forgot to mention that it works better w/ Thor or Kikosho.

nice haha, glad im not the only one :stuck_out_tongue:

I found out you can call a THC if you time it right after jump-cancelling a Somersault. I’m looking into ways to make use of it, but I don’t have much.

Does anyone know the frame advantage on a blocked Arrow ick that is feral canceled?

Taken from NSR’s GameFAQ’s guide:

Arrow Kick
Advantage if guarded: -11

Feral Crouch
Startup: 10

I think that would make Arrow Kick -1 on block if canceled with FC right away.

Thats what I was thinking but idk, I was thinking of using TK arrow kicks to maintain pressure after a guarded somersault but I didn’t know if it was a good idea. Currently I just use flip kicks

Every time I try that, I get punished for it because of Arrow Kick’s startup time. Stick to FC, FC dashes, flip kicks, double Somersaults, and/or assist calls. The right lockdown assist will help maintain all the pressure you need after a blocked Somersault.

I haven’t tried it with Weasel Shot yet, but I had made it a habit to call Frank’s cart after jump-cancelling a Somersault. If it was blocked, they then had to deal with the cart; and if it hit, the cart missed. No harm no foul.

I have this addiction, finish my blockstring with arrow kick and am always punished>. <

Yeah you don’t wanna arrowkick as part of your block string. I agree I’ve been having better luck when just FCing everywhere instead of trying to arrow kick in. But you gotta use it sometimes.


Dummy is set to knockdown and air recovery if the combo drops. This resets the damage scale for Jill without ending the combo and resetting the hits. Discovered this own my own so yeah works on back tech also. i dont know if it works in actual match though

Actually, what is happening is that your combo is resetting. Spencer’s diagonal grapple assist will leave them in a combo state until after he jumps away, so if you set the dummy to block, your flip kick will get blocked after the feral L. I mean, yeah you can use it as a mixup, maybe do upfoward feral dash after feral L, but don’t expect your flipkick L to hit every single time because they can block it.

Hey. Sorry to drop in unannounced. I notice people were doing flip kick loops as BnBs? I wondering how many you are doing before like finishing into jumping roundhouse? What would you be doing after doing the flip kicks to finish off the combo. I would really appreciated! :smiley: