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

No problem. It goes:

Any normal > H > Flip Kick > FC > Flip Kick > FC > Flip Kick > Somersault > FC > Roundhouse > FC [dash forward > FC] > Somersault > TK Cartwheel > Somersault > MGS

This optimized version replaces the fourth and last last flip kick with Somersault for more damage, but the same general principles mostly apply if you were doing all Flip Kicks, though if you wanted, you could do about five or six flip kicks into Cartwheel off the same confirm, though it will grant you less damage every time.

You can do four flip kicks if you start with one or two normals, and usually only three, possibly less with any more tacked on before you start looping.

I think I have an ugly cell phone video up on the original post under Flip Kick Loops to show what it looks like.

Alright. Thanks for the info. I was trying to make a Jill team on the side. I was also trying out some Jill on some of the phoenix teams I been working on since her resets are pretty strong and her Tac could work to an advantage for anyone with a Phoenix team. I will take this Info and run with it. THANK YOU!

The problem I’m imagining with Jill / / Phoenix is that Jill doesn’t really build notable meter, but is highly dependent on it not only for damage, but for THC blockstrings and the invincible escape on MGS likely followed by a fast DHC. You can reset like crazy if you like, I suppose, but Jill’s damage before the super is mostly kind of disappointing. I admit, though, that a feral dash backed by TK Overdrive is an appealing notion.

Not trying to rain on your fun, though. I think I’ll investigate further what kind of damage Jill can attain from a reset-heavy strategy, in fact. Phoenix is also extremely fun.

I fucked around with a similar side team a while ago. So did nsr, it was Strider/Jill/Phoenix. Get a hit with strider, tac infinite, 5 meter for phoenix. He actually made it work, while I didn’t. Made me play Strider/Strange/dante for quite some time and it was godlike.

Its actually a minimum of +6 if cancelled on the very first frame.
The recovery frames are 27 frames and cancelling to feral crouch cuts it by 17 frames.

anyone know of any reliable resets with a spencer grapple up assist? been expieremrnting cant find one yet. thanks

Paulow3b has some matches where he uses the spencer wire grapple for resets. Personally I don’t like the wire grapple assist because Jill needs something that helps her in the neutral game. However that being said the assist gives Jill many options.

After the wire grapple you can feral dash 8 or 9 for an overhead or overhead crossup, you can do a regular overhead or regular low and of course the command grab. I’m sure if you look through the jill videos you can find some of paulob3b’s recent gameplay with spencer and the reset.

You literally have, every reset available to you if you hit w/ diagonal shot. You can : feral 7/9 overhead; f+H overhead; c.L; feral L; command throw; feral 6; whatever you want to do. However, what you should do with this assist is when Spencer grabs them and reels them in, hit them w/ a s.H first, and then the next hit you do, will ALWAYS reset. This will help you formulate what approach you would like to take.

===========Edit==========

By reset, I mean your combo will drop here.

so my stick broke so i haven’t played this game in like 6 months to the point where i don’t even remember what i used to do with jill on point. but i was literally looking through through a folder of word documents for something totally unrelated and there was a “marvel notes” file that i kinda scribbled (errrr sloppily typed) some random things in.

i only bring this up because there was a note that reminded me of a trick with jill and doom missiles and i don’t remember if i ever discussed it here if anyone had brought it up to point out if it was useful/pointless. but its simply to time a long corner or mid screen combo to end in her medium command throw into the corner and then a jab that pops the enemy out of hitstun right into doom missiles so they either get hit immediately if they’re mashing, but more likely re-enter block stun in mid-air. i remember it seemed to cover either tech against medium or larger sized characters, but i vaguely remember an element of timing so you still had a chance to catch someone small in a forward tech if you waited till the last frame to jab.

just seemed like an interesting way to go for a reset that forces a block in a limited, awkward position (in the air over a feral dashing jill licking her chops). i think the whole point of me looking to do this was actually to punish dudes who mash the hell out of assist/super or hold hard tag when they’re in a combo.

so whatever, just thought i’d stop by and think aloud about this to see if this trick is for real or not.

the other stuff is just horribly written to where i don’t even know wtf im talking about. mid-screen combo with dante corridor so that jill arrow kick crosses up while they’re in corridor? so that you go past them but then they get pushed back towards you or something? i cant even tell if it’s a combo or a reset…do people do this? wtf am i talking about?

You can do all of her mixups… Do Feral Crouch right after the grapple connects and go for a high/ low/ crossup high/ crossup low/ slide>overhead/ double overhead/ command grab. It’s the perfect reset tool for Jill. I run a Jill/ Spencer/ Hawkeye team now.

Hey paulo love your Jill, so godlike. Was just wondering - you probably get asked this a lot - if you use the default buttons or do you customize your controls to fit your playstyle.

Picked jill back up because certain people cough corkyjay said that they are the only relevant jill player.

Maybe new Jill strategies should be involving guard breaks as part of her reset game. Only one i can think of is find a projectiles beam assist and command grab at the proper time to guard break. Maybe with doom beam or iron man. I’m guessing timing would differ on when to command grab during the assists. Someone said earlier in the thread she has some guard breaks with Mad Beast as well but I’m not sure what exactly those would be. Are there any other possible things she could do with guard break?

Problem with guard breaks is that Jill can’t do anything off of them. It’s just tacking on a little damage.

Yes; I do not play Marvel much, if any, anymore (work, Skullgirls,etc.) . I’m still on this site though for the General Discussion board. Here’s all the stuff that it seems you guys were asking about that I never expanded on.

Anyways, her Guard Break revolves around the anti-PB potential of Mad Beast; Jill is invulnerable from pushbloc; so with an assist and with good timing; you can use her Command grab to PB. You cannot regular throw in Madbeast IIRC.

The Jill/Strange Rawtag is pretty hard IIRC; and it requires a 1-frame link. There’s many ways to go into it, the best way is to start with the Paulo Opener (Double Somersault, 22S, M) then tag strange in at the right height and connect his 4fr. Standing L-> H–>Impact palm and go from there.

There’s also the Glyph method that’s Much easier and uses the DKD stuff, but that’s pre-planned.

Sorry for leaving you guys in the dark for so long, marvel hasn’t been my main priority.

Omg, dat scary ass icon.

Thanks NSR for clearing it up. I’ve been wondering about the madbeast guardbreak setups. Seems to be kind of hard to do on incoming though. I’ll mess around with it more later.

Incoming I’m pretty sure you can do things with Somersault Raven-Spike–> DHC or things of that nature. Fool around with it and discover something good.

Or on incoming you can just go with 500 of Jill’s other complex and stupidly unblockable mixups. Super Jump DKD H is really easy and still pretty ambiguous.

I was fooling around with a ton of different scenarios for incoming mixups, and I can’t find any reliable ones. SJ H.DKD doesn’t bring them down to the ground on pushblock, and afterwards they’re free to double jump or fly or whatever else they can do.

I was trying to find a way to bring them down to the ground so I can chipfinite them in MB. I feel like I’ve been using this wrong. Instead of trying for damage, just chipfinite them and it should be good. Seems like you can do the same amount of damage for something that’s a bit more reliable. Esp if they don’t have xfactor and it’s their last character. I could be wrong, but I believe that it lasts about 1/2 the amount of time as XF3, so it’s a good way to at least get them to waste some of the xfactor.

I use Beta config. because I play with a fightpad!

Notes that were on my notepad that I seemed to have completely forgotten about.

On Jill’s TAC there’s three different ways you can do it.

  1. What we have now, the 22S…L’s. Consistent, easy, not very damaging.

  2. Optimized “TAC”; which is doing your j.MMHxxDKD M, 22S, M, 22S. LxN. You must FC all of your dashes perfectly fine and hit them at a sweet spot height, but it’s easy, much more damaging, and still consistent.

  3. The “Jump Loop”, hardest variant of them all; but most damaging. j.MMHxxDKD M, 22S.M, Arrow kick, j,MMHxN. Extremely hard to time, can’t use j.S because it becomes a hard-knock down, all the rules of normal TAC infinites apply (timing wise). Much more damaging, much more difficult, isn’t consistent.

Mad Beast
You can cancel all DKD’s on hit into dashes

Throws
Jill can combo solo off her throws in the corner on big bodies.

These notes are months old, they totally slipped my mind. Just some new/not-so-new tech that I don’t believe I ever shared with you guys
.