Does the momentum actually carry over? It sounds like just dashing out of feral, while it puts you at full screen, I’m not sure if it really adds to her momentum. Or I’m doing it wrong lol.
The momentum carries over. It’s useful if you want the OS and are going from midscreen to your opponent while maintaining pressure and FC.
It’s quite tight since you need to be exact with everything and dashing on the first possible FC dash. If you’re doing it the lazy/less execution taxing way which I usually do online your just FC–> Dash–> Plink dash which is still good and what you get if you do it wrong.
It’s one thing that we all need to learn as Jill players that we have a million days to watch which way they tech. If they don’t tech in any direciton a somersault is in order, since they’re usually pressing buttons at that point.
I’ve tried Jill w/ Sent, and I can’t really get behind it. Getting any sort of hit w/ that team seems pretty hard. Although I haven’t tried Jill / Sent / IM though. I think I just need some kind of beam assist, but I don’t wanna play anchorman.
The thing i love about Jill/Sent is that when you touch them it is just so dame over lol. For any match ups regarding keep away or zoning I just start Modok. Modok is going to hit for 900k+ by himself anyway. Then once the problem character is gone I just switch in Jill for clean up time lol. I am still working hard on this team, its so dame technical but i love it. The balloon bomb assist is so good, double plasma storm super for sent, TOD with Jill after any grab as well (and I mean any grab, even from the highest point of the screen that she can jump to grab them, and thrown in any direction), I think sometime I will use Psionic Blast assist for certain match ups but the tac infinite options with this team are stupid. I will make a video later when i feel stronger with this team.
niggas still responding in that thread? I laughed and realized that the thread wasn’t srs as soon as the user wanted to pay my way to a major and if I didn’t get first I would have to pay him triple.
Also, I realized that 99% of the posters/players at reddit are new/children/scrubs anyway so I ain’t even mad.
Yeah pretty much. I’m your alternate lolol. Man I got so mad I just went and faked my identity for a year prior to that argument just to show that guy up
Also Lol @ me going to NLBC and going 0-2 or 1-2. I went there, played on a cabinet, smelt the place, and left. NL/BT/whatever keeps brackets on challonge, so for you could go there and just ctrl.F my handle and see if I actually went 0-2 or 1-2 (protip: I didn’t cause I never entered that shitty smelly ass tournament).
The tech is old, many players dissected it MONTHS ago, and FChamp never said that the tech itself was already known, but that *PLINK dashing * and not turning around was.
Then this nigga tries to tell me because “good players” doing suboptimal shit makes it still good. Wat. Like I said, if you’re TACing with Wolverine/Frank in 2013, you’re doing suboptimal shit. If you’re playing Frank on point, you’re doing suboptimal shit.
Let me also hold this lol @ him thinking I take Marvel seriously. I’m great at Marvel, and can dissect/discuss it at a high-level, and I started playing it more OFTEN for the last ~2 months, but everyone knows that this isn’t my main game. Everyone knows that I think Marvel is a terribly designed game.
The board is too funny. This reminds me of the time that one Frank player was trying to tell me frank was good on point at level 1.
That frank player actually knows his shit if im thinking of the same person, he’s just dead wrong about that one thing. And yeah I’ve basically been trying to convince him that you dont really play marvel much and I had some evidence that you at least know enough shit to back your words up. Such as playing cloud ( which for some reason he thought i was lying even though you two are in the same rank and joined the same lobbies, so it’s jsut probability at that point), and the fact that you consistently get 1st adn second at every reddit thing you do without basically trying lol. Although he didn’t really listen to reason and just hit me with “K Jsoledout’s alt”. I just stopped there because he’s really stupid.
Some new info/not-so-new information for us seasoned players.
The only new tech I would say is in this write-up/guide would be DKD L portion
]The video is only for reference of the optimal Somersault confirm and for a visual on how to get good damage. Bear with me as I’ll swap it out for a better one soon enough. The combo itself isn’t fully mashed,lacks the j.HS starter, and a final Somersault at the end. The reason I put THIS one out for the time being is that I’m going to be quite busy in the future, and wanted this one out as fast as possible. So once again, bear with me.
being that the community lacks knowledge of Jill, I created this thread to address the misconception that Jill lacks damage. And here we go!
First off, I would like to mention that tthe optimal Jill confirm; somersault,22S,Somersault,22S,M,Arrow Kick is known as Paulo’s BNB (PBNB). Though optimal, you can always squeens more damage out of it by adding a jump loop at the end. Paulo’s BNB does about 740K assistless.
Second off: The combo can be done midscreen, you just need to hit the back hitbox of your opponent from her Jumping Roundhouse (22S,M) with Arrow kick (236H) then go into a j.H/S and into you’re jump loop and the rest of your combo.
Third Off: The combo done in the video is the one I’ve been doing with one of my better Jill-oriented teams. Here are the notations:
Somersault,22S,Somersault,22S,M,Arrow Kick, j.HS,call Doom, s.S, j.MMHS, Missles hit, Arrow Kick,Double Knee Drop M,Somersault, Raven Spyke, DHC.
The combo itself can be Optimized MORE, but for lack of time, let’s leave it at that. You can add a j.HS in the beginning or three somersaults, a tight-linked MGS after the last somersault or a 22S–> Cross under into a tight linked MGS for Maximum damage. I like using Raven Spyke more into the DHC because It gives me optimal damage for Proton Cannon and the like. For Different characters like Sentinel (which I’ll post in the description later on), MGS is better. You build a bar, making the combo only -1 bar negative. Optimally, the combo does ~1,001,000
To maximize JIll’s damage, you want her highest damaging moves, such as Somersault, Cartwheels, Arrow Kick, DKD, and Jumping Roundhouse in as EARLY as possible to avoid scaling.
That being said, at most distances, Jill can link her Somersaults. On the ground you can link 3, and in the air Jill can link 4. With Cartwheels, to maximize the Damage, you want to Impede Cartwheel’s bounce As much as necessary.
Double Knee Drop+Arrow Kick is called the "Double Ender*, it allows for Raw Tag setups with a variety of characters, or a great ender for combos and ensures great damage.
Jill does NOT need a OTG to deal damage, what you WANT to do instead of OTGing an opponent, is Juggle them by calling your assist (Drones, Rapid Slash, BoB, BK, Jam Session, Weasel Shot, Vajra, EoA, etc.) RIGHT after you’re final jump loop then depending on the speed of the assist, you can go into Cart loops, or s.H,4H,assist hits–> Cart loops.
For special cases such as Vajra you have enough frames to go into Feral Crouch and Somersault,22S,Flip,22S Cart them on knockdown and impeed that Cartwheel.
here’s an example of juggling your opponent with Drones http://www.youtube.com/watch?v=BQirw0YHntM
Fully mashed, the Jill/Drones hcfr does about 980K and builds about 1 meter. With Drones (and in the case with MANY other assists) you can choose between Cart loops, another Double Ender+Somersault at the end, or Knee Loops
Knee loops, a relatively new tech that I’ve been theorizing works by rapidly TK~DKD Lights during combos to enhance your damage and allowing you to combo off them afterward. The downside to knee loops (as I’ve tested so far) is that Hitstun ramps on extremely fast, meaning that you cannot MGS anymore, and only Raven Spyke.
The next important thing for Maximizing Jill’s damage lies in Dood’s BNB.
Dood’s BNB is the following combo
Somersault,9,j.HS,2H,4H,22S,Somersault,22S,M,22S,6/4, 22S,Somersault,2369M. Dood’s combo, Like Paulo’s does about ~730K Assistless.
Hit stun for Dood’s allows much more to be applied afterward. You want to start adding assists after the Jumping Roundhouse or the second to last Somersault. You can even add assists into the last somersault and Impeded your groundbounce as many times as possible, or Cart loops.
These are a few tips to maximize Jill Damage off clean confirms. If you happen to get a M,or C.M confirm you CAN go into Paulo’s, but make sure shorten it a bit.
EDIT: Here’s another quick damage-building tip. On many Heavy characters, Jill can start her Ensnarement Loop which consists of Ensnarement–> Dash,M,H,Ensnarement—>xx. You can loop this about 6 times iirc, and combo afterward. It’s best to do about 4, and continue you’re combo or go for a Double Ender.
Putting everything together:
Finally, to fully maximize Jill’s damage, it lies in Paulo or Dood’s confirms and adding your own assists in. To optimize the damage to the greatest possible extent at the moment you’re hitconfirm should look like this
[j.HS, H,4H,22S,Somersault,22S,Somersault,22S,M,Arrow Kick
[details=Spoiler] THIS is the HIGHEST damaging hitconfirm Jill has at the moment.
Here’s a total list of Assists that extend her combo potential and damage Drones Missles Bolts Of Balthakk Vajra Jam Session Weasel Shot SpitFire Tron Boulder (forget it’s name) Rapid Slash Lightning Legs Burning Kick Orbital Grudge Songemnu’d Hangeki Ryuujin (difficult) Tatsu Unibeam Golden Daggers Eye of Agamotto Tatsu (ryu) Balloon Bomb
Good Luck Jill players, and max that damage. I’ll be replacing the video As soon as I have a chance and rebump or w/e you do to threads here. I hope this information is useful to individuals who still think she does “low” damage… [/details]